01Playground

Things that run. Pull the sliders. Experiments from my skills, my apps and this site, each with its code.

The dials are DialKit, by Josh Puckett. Copy a version you like from its menu.

02Buddy lab

Buddy, on dials. His size, his shape, his chrome and his voice. Pitch moves the pace too, like a tape.

Press Say in the panel, or pick a line.

Show the code
// The Buddy lab, on the playground: a second Buddy on DialKit's dials. His
// size, his shape, his chrome (the liquid metal he reflects), his face and
// his voice. The voice runs through Web Audio, so it can go robot (a ring
// modulator) and his mouth can follow how loud it is.
import { createDialKit, createDialRoot } from 'dialkit/vanilla';
import 'dialkit/vanilla/styles.css';
import { mountBuddy } from '../../lib/buddy/head.js';

// lines he already has takes for (public/buddy/voice/manifest.json)
const LINES: Record<string, string> = {
	Hello: 'Oh! Hi! I’m Buddy.',
	'Built with': 'He built me with Claude Code, Codex and a little bit of love. Mostly the first two.',
	Taller: 'That’s Adam. He made me. I’d have gone taller.',
	'Request denied': 'His AI asks before it acts. I asked to be taller. Request denied.',
	Naked: 'Naked again. Don’t look. It’s all head, all the way down.',
};
const SIZE = 240; // his box at size 1, in px

const stage = document.querySelector<HTMLElement>('[data-lab-stage]');
const panel = document.querySelector<HTMLElement>('[data-lab-panel]');
if (stage && panel) start(stage, panel);

function start(stage: HTMLElement, panel: HTMLElement) {
	const box = stage.querySelector<HTMLElement>('[data-lab-head]')!;
	const caption = stage.querySelector<HTMLElement>('[data-lab-line]')!;
	const head = mountBuddy(box, { shadow: true });
	const takes: Promise<Record<string, { src: string }>> = fetch('/buddy/voice/manifest.json')
		.then((r) => r.json())
		.catch(() => ({}));

	// ---- the voice ----
	const audio = new Audio();
	audio.preload = 'auto';
	let ctx: AudioContext | null = null;
	let analyser: AnalyserNode;
	let dry: GainNode;
	let wet: GainNode;
	let ringOsc: OscillatorNode;
	const level = new Float32Array(1024);
	// made on the first tap (a browser only lets sound start from one)
	const graph = () => {
		if (ctx) return ctx;
		ctx = new AudioContext();
		const src = ctx.createMediaElementSource(audio);
		analyser = ctx.createAnalyser();
		analyser.fftSize = level.length;
		dry = ctx.createGain();
		wet = ctx.createGain();
		// a ring modulator: the voice times a low sine, the classic robot
		const ring = ctx.createGain();
		ring.gain.value = 0;
		ringOsc = ctx.createOscillator();
		ringOsc.frequency.value = 60;
		ringOsc.connect(ring.gain);
		ringOsc.start();
		src.connect(dry).connect(analyser);
		src.connect(ring).connect(wet).connect(analyser);
		analyser.connect(ctx.destination);
		return ctx;
	};
	// his mouth follows the voice's loudness, frame by frame
	const mouth = () => {
		if (audio.paused || !ctx) return void head.setMouth(0);
		analyser.getFloatTimeDomainData(level);
		let sum = 0;
		for (const v of level) sum += v * v;
		head.setMouth(Math.min(1, Math.sqrt(sum / level.length) * 7));
		requestAnimationFrame(mouth);
	};
	audio.addEventListener('play', () => requestAnimationFrame(mouth));
	audio.addEventListener('ended', () => caption.classList.remove('is-on'));

	// ---- the dials ----
	createDialRoot({ mode: 'inline', target: panel, theme: 'light' });
	const kit = createDialKit(
		'Buddy',
		{
			size: [1, 0.5, 1.5, 0.01],
			shape: { across: [1, 0.75, 1.35, 0.01], up: [1, 0.75, 1.35, 0.01] },
			chrome: {
				tint: '#ffffff',
				brightness: [0.2, 0, 0.6, 0.01],
				stripes: [2.2, 0.5, 6, 0.1],
				warp: [0.09, 0, 0.4, 0.01],
				softness: [0.14, 0, 1, 0.01],
				rainbow: [0.35, 0, 1, 0.01],
				angle: [70, 0, 360, 1],
				flow: [1, 0, 4, 0.1],
			},
			face: {
				mood: { type: 'select', options: ['happy', 'wink', 'smug', 'skeptic', 'starry', 'surprised', 'shy', 'dizzy'] },
				outfit: { type: 'select', options: ['none', 'dapper', 'cool', 'build'] },
			},
			voice: {
				line: { type: 'select', options: Object.keys(LINES) },
				speed: [1, 0.5, 2, 0.05],
				pitch: [0, -12, 12, 1],
				robot: false,
			},
			say: { type: 'action' },
			hop: { type: 'action' },
		},
		{ onAction: (path: string) => (path === 'say' ? say() : path === 'hop' ? head.hop() : undefined) },
	);

	type V = typeof kit.values;
	let last: V | null = null;
	kit.subscribe((v: V) => {
		box.style.width = box.style.height = `${Math.round(SIZE * v.size)}px`;
		head.setShape(v.shape.across, v.shape.up);
		head.setChrome({
			tint: hex(v.chrome.tint),
			lift: v.chrome.brightness,
			flow: v.chrome.flow,
			repetition: v.chrome.stripes,
			distortion: v.chrome.warp,
			softness: v.chrome.softness,
			shiftRed: v.chrome.rainbow,
			shiftBlue: v.chrome.rainbow,
			angle: v.chrome.angle,
		});
		if (last && v.face.mood !== last.face.mood) head.express(v.face.mood, 2400);
		if (last && v.face.outfit !== last.face.outfit && v.face.outfit !== head.outfit) head.spin(v.face.outfit);
		voice(v);
		if (last && v.voice.line !== last.voice.line) say();
		last = v;
	});

	// speed changes the pace and keeps the pitch; pitch, like a tape, moves both
	function voice(v: V) {
		audio.playbackRate = v.voice.speed * 2 ** (v.voice.pitch / 12);
		audio.preservesPitch = v.voice.pitch === 0;
		if (ctx) {
			dry.gain.value = v.voice.robot ? 0 : 1;
			wet.gain.value = v.voice.robot ? 1.6 : 0;
		}
	}

	async function say() {
		const v = kit.values as V;
		const text = LINES[v.voice.line];
		const take = (await takes)[text];
		caption.textContent = text;
		caption.classList.add('is-on');
		if (!take) return;
		graph();
		await ctx!.resume();
		audio.src = take.src;
		voice(v);
		head.inhale();
		audio.play().then(() => voice(v), () => {});
	}
}

// DialKit's colour can come back in any CSS colour space; the head takes hex
function hex(color: string) {
	const c = document.createElement('canvas').getContext('2d')!;
	c.fillStyle = '#ffffff';
	c.fillStyle = color;
	return c.fillStyle;
}
03Thermal finger trail

A heat-camera field you smear like wet paint. From the thermal-finger-trail skill in my ui-motion plugin, made for Clicker’s trackpad.

Show the code
<!doctype html>
<html lang="en">
  <head>
    <meta charset="utf-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1" />
    <title>Thermal finger trail</title>
    <style>
      /*
        Thermal finger trail — from Clicker's trackpad disc (clicker.b150.ai)

        One WebGL fragment shader paints a heat-camera field: domain-warped
        noise shaped into a wobbling blob, coloured through a seven-stop
        thermal ramp. A finger dragged across it smears the colour like wet
        paint: the last 24 points of its path, each carrying its own
        velocity and a fade, push the shader's coordinates. A press sends an
        outward ripple that briefly heats the field.

        No dependencies beyond DialKit (the tuning panel, loaded from a CDN).
        Every constant from the original is a control; "Copy component"
        copies this file with your settings baked in.
      */
      :root {
        --ground: #000;
        --ink: #e9ecef;
        --muted: #8a9096;
        --accent: #ff750d;
        color-scheme: dark;
      }
      * { box-sizing: border-box; }
      html, body { margin: 0; height: 100%; background: var(--ground); color: var(--ink); }
      body {
        font: 14px/1.5 ui-sans-serif, system-ui, -apple-system, "Segoe UI", sans-serif;
        -webkit-font-smoothing: antialiased;
        display: grid; place-items: center; overflow: hidden;
      }
      .stage { position: relative; display: grid; place-items: center; gap: 22px; padding: 24px; }
      .field {
        position: relative; width: min(72vmin, 560px); aspect-ratio: 1;
        border-radius: 50%; overflow: hidden; touch-action: none; cursor: none;
        box-shadow: 0 40px 120px -40px rgba(255, 117, 13, 0.35);
        -webkit-tap-highlight-color: transparent;
      }
      body.full .stage { position: fixed; inset: 0; padding: 0; }
      body.full .field { width: 100vw; height: 100svh; aspect-ratio: auto; border-radius: 0; box-shadow: none; }
      body.full .caption { position: absolute; left: 0; right: 0; bottom: 28px; }
      canvas { position: absolute; inset: 0; width: 100%; height: 100%; display: block; }
      /* the pointer becomes a fingertip over the field */
      .finger {
        position: absolute; left: 0; top: 0; width: 30px; height: 30px; border-radius: 50%;
        border: 1.5px solid rgba(255, 255, 255, 0.85); background: rgba(255, 255, 255, 0.14);
        transform: translate(-50%, -50%); opacity: 0; pointer-events: none;
        transition: opacity 0.2s ease;
      }
      .finger.on { opacity: 1; }
      .caption {
        text-align: center; color: var(--muted); font: 500 11px/1.4 ui-monospace, "SF Mono", Menlo, monospace;
        letter-spacing: 0.08em; text-transform: uppercase; pointer-events: none;
      }
      @media (prefers-reduced-motion: reduce) { .finger { transition: none; } }
    </style>
    <link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/dialkit@2.0.2/dist/vanilla/styles.css" />
    <script src="https://cdn.jsdelivr.net/npm/dialkit@2.0.2/dist/vanilla/browser.global.js"></script>
  </head>
  <body>
    <main class="stage">
      <div class="field" aria-label="Thermal field: drag across it, press to ripple" role="img">
        <canvas></canvas>
        <div class="finger" aria-hidden="true"></div>
      </div>
      <p class="caption">Drag across it · press to ripple</p>
    </main>

    <script>
      const root = document.documentElement;
      // the page as written, before the panel adds itself: what "Copy component" copies
      const source = root.cloneNode(true);
      const field = document.querySelector(".field");
      const canvas = field.querySelector("canvas");
      const finger = field.querySelector(".finger");
      const reduced = matchMedia("(prefers-reduced-motion: reduce)").matches;

      // Every constant from Clicker's shader, as a setting. Values are the original's.
      const defaults = {
        Finger: {
          smudge: [9, 0, 20, 0.5],         // how far the trail drags the field (disp * 9.0)
          radius: [0.17, 0.04, 0.4, 0.01], // reach of each trail point, in field units
          follow: [0.3, 0.05, 1, 0.01],    // how fast the trail head eases toward the finger, per frame
          spacing: [0.01, 0.002, 0.05, 0.001], // distance before a new trail point is laid
          life: [1.6, 0.3, 4, 0.1],        // seconds a trail point keeps pulling
          points: [24, 4, 24, 1],          // trail length (the shader holds 24)
          fingertip: true,                 // draw a fingertip ring under the pointer
        },
        Field: {
          flow: [0.26, 0, 1, 0.01],        // speed the noise flows
          meltSeconds: [6, 2, 16, 0.5],    // one melt cycle: the blob slumps and recovers
          warp: [1, 0, 2.5, 0.05],         // strength of the warp-the-warp curl
          blob: [0.37, 0.15, 0.6, 0.01],   // the hot blob's radius
          blurWash: true,                  // a soft blur front sweeps across, then the edge goes razor-crisp
          heatCap: [0.75, 0.5, 1, 0.01],   // hottest the field gets: 0.75 tops out at orange/red, never white
        },
        Press: {
          ripple: [0.18, 0, 0.5, 0.01],    // outward shove of the ring
          bloom: [0.55, 0, 1.2, 0.05],     // how much the ring heats the field
          duration: [0.9, 0.3, 2, 0.05],   // seconds the ring lives
        },
        Edge: {
          rim: [0.6, 0, 1.5, 0.05],        // the crisp specular rim inside the silhouette
          halo: [0.45, 0, 1.2, 0.05],      // the warm fringe outside it
        },
        Palette: {
          // the thermal() ramp: cold → hot, at heat 0, .12, .30, .45, .60, .78, 1
          cold: "#081f29", deep: "#0d3d52", green: "#38cc52", yellow: "#f2db29",
          orange: "#ff750d", red: "#e61f12", white: "#fffffa",
        },
        Layout: {
          shape: { type: "select", options: ["disc", "full-bleed"] },
        },
      };
      // flat values (what the shader and loop read), from the config above or a copied file
      const flatten = (cfg) => Object.fromEntries(Object.entries(cfg).map(([k, v]) => [
        k,
        Array.isArray(v) ? v[0] : v && v.type === "select" ? v.options[0] : v && typeof v === "object" ? flatten(v) : v,
      ]));
      let S = flatten(defaults);
      const embedded = root.dataset.thermalSettings ? JSON.parse(root.dataset.thermalSettings) : null;
      if (embedded) S = merge(S, embedded);
      function merge(a, b) {
        const out = { ...a };
        for (const k in b) out[k] = a[k] && typeof a[k] === "object" && !Array.isArray(a[k]) ? merge(a[k], b[k]) : b[k];
        return out;
      }

      // ---- the shader: Clicker's, with its constants as uniforms ----
      const FS = `
        precision highp float;
        uniform float uTime; uniform vec2 uRes;
        uniform vec4 uTrail[24]; uniform float uTrailA[24];
        uniform vec3 uClick;
        uniform float uSmudge, uRadius, uFlow, uMelt, uWarp, uBlob, uWash, uCap;
        uniform float uRipple, uBloom, uRippleLife, uRim, uHalo;
        uniform vec3 uPal[7];

        float hash(vec2 p){ p=fract(p*vec2(123.34,456.21)); p+=dot(p,p+45.32); return fract(p.x*p.y); }
        float noise(vec2 p){ vec2 i=floor(p),f=fract(p);
          float a=hash(i),b=hash(i+vec2(1.,0.)),c=hash(i+vec2(0.,1.)),d=hash(i+vec2(1.,1.));
          vec2 u=f*f*(3.0-2.0*f); return mix(mix(a,b,u.x),mix(c,d,u.x),u.y); }
        float fbm(vec2 p){ float v=0.0,a=0.5; for(int i=0;i<5;i++){ v+=a*noise(p); p*=2.02; a*=0.5; } return v; }

        // the heat ramp: cold teal → green → yellow → orange → red → white-hot
        vec3 thermal(float t){ t=clamp(t,0.0,1.0); vec3 c=uPal[0];
          c=mix(c,uPal[1],smoothstep(0.00,0.12,t));
          c=mix(c,uPal[2],smoothstep(0.12,0.30,t));
          c=mix(c,uPal[3],smoothstep(0.30,0.45,t));
          c=mix(c,uPal[4],smoothstep(0.45,0.60,t));
          c=mix(c,uPal[5],smoothstep(0.60,0.78,t));
          c=mix(c,uPal[6],smoothstep(0.78,1.00,t)); return c; }

        void main(){
          vec2 uv=gl_FragCoord.xy/uRes-0.5; uv.x*=uRes.x/uRes.y;
          float T=uTime; float ph=fract(T/uMelt); float melt=pow(sin(ph*3.14159265),1.3);

          // the finger: each recent trail point drags nearby colour along its own
          // velocity, fading with age, like a fingertip through wet paint
          vec2 disp=vec2(0.0);
          for(int i=0;i<24;i++){
            float age=uTrailA[i];
            if(age<=0.001) continue;
            disp += uTrail[i].zw * smoothstep(uRadius,0.0,length(uv-uTrail[i].xy)) * age;
          }
          // the press: an expanding ring that shoves points outward, locally
          vec2 clickD=vec2(0.0);
          float cAge=uTime-uClick.z;
          bool pressing = uClick.z>0.0 && cAge>=0.0 && cAge<uRippleLife;
          if(pressing){
            vec2 cd=uv-uClick.xy; float cl=length(cd)+1e-4;
            float ring=smoothstep(0.18,0.0,abs(cl-cAge*0.45))*(1.0-cAge/uRippleLife);
            clickD=(cd/cl)*ring*uRipple;
          }
          vec2 fuv=uv + disp*uSmudge + clickD;

          // warp the warp: noise bends the coordinates, more noise bends that bend
          float fy=T*uFlow;
          vec2 w1=vec2(fbm(fuv*1.25+vec2(11.0,fy))-0.5, fbm(fuv*1.25+vec2(-7.0,fy*1.2))-0.5);
          vec2 w2=vec2(fbm(fuv*2.7+w1*1.6+vec2(3.0,-fy*0.8))-0.5, fbm(fuv*2.7+w1*1.6+vec2(-9.0,fy))-0.5);
          vec2 q=fuv + (w1*(0.05+0.13*melt) + w2*(0.025+0.07*melt))*uWarp;
          q.y-=melt*0.14*smoothstep(-0.55,0.55,fuv.y);

          // a soft blob that breathes between round and a touch tall or wide
          vec2 cc=q-vec2(sin(T*0.23)*0.03, sin(T*0.19+1.3)*0.03);
          float a=atan(cc.x, cc.y);
          float reach=length(cc*vec2(1.0, 0.92+0.20*sin(T*0.34)));
          float wob=(0.18*sin(a*2.0+T*0.55)+0.12*sin(a+T*0.27))*smoothstep(0.0,0.07,reach);
          float d=reach-(uBlob+wob*0.08);

          // sharpness: razor-crisp by default; a soft blur front washes across now and then
          float topBias=mix(0.9,1.0,smoothstep(-0.5,0.45,uv.y));
          float ev=0.5+0.42*sin(T*0.40)+0.30*sin(T*0.233+1.7);
          ev=smoothstep(0.05,0.95,ev*0.62+0.30);
          float ang=T*0.06;
          float proj=dot(uv, vec2(cos(ang),sin(ang)))/0.72;
          float front=mix(-1.7,1.7,ev);
          float blur=smoothstep(front+0.7, front-0.7, proj)*uWash;
          float sharp=clamp((1.0-blur)*topBias*(1.0-0.25*melt),0.0,1.0);
          float edgeW=mix(0.34,0.0028,sharp);

          float mask=smoothstep(edgeW,-edgeW*0.5,d);
          float inside=smoothstep(-0.34,edgeW,d);
          // a hard contour where green meets yellow, softened only by the wash
          float gy=0.40, kk=mix(1.0,9.0,1.0-blur);
          inside=mix(inside, clamp((inside-gy)*kk+gy,0.0,1.0), smoothstep(0.26,0.0,abs(inside-gy)));
          float bg=mix(0.34,0.66,smoothstep(0.35,0.95,melt))+(fbm(fuv*1.2+vec2(0.0,T*0.15))-0.5)*0.10;
          float temp=mix(bg, mix(0.20,0.64,inside), mask);

          // the press heats the field toward its own warm colours
          if(pressing){
            float dd=length(uv-uClick.xy), rad=cAge*0.5, k=1.0-cAge/uRippleLife;
            temp += (smoothstep(0.17,0.0,abs(dd-rad))*0.9 + smoothstep(rad+0.12,0.0,dd)*0.55)*k*uBloom;
          }
          temp=min(temp,uCap);
          vec3 col=thermal(temp);
          col+=vec3(1.0,0.95,0.9)*smoothstep(0.86,1.0,temp)*0.32;
          col+=vec3(1.0,0.97,0.88)*smoothstep(edgeW*1.3,0.0,abs(d+edgeW*0.6))*sharp*uRim;
          col+=thermal(0.66)*smoothstep(0.16,0.0,d)*smoothstep(-0.04,0.02,d)*(0.20+uHalo*sharp);
          col+=vec3(0.85,1.0,0.6)*smoothstep(0.10,0.0,abs(uv.x))*mask*sharp*0.10;
          gl_FragColor=vec4(col,1.0);
        }`;

      const gl = canvas.getContext("webgl", { antialias: false, alpha: false });
      if (!gl) {
        field.style.background = "radial-gradient(circle at 50% 45%, #f2db29, #ff750d 30%, #e61f12 45%, #0d3d52 75%)";
      }
      const U = {};
      if (gl) {
        const compile = (type, src) => {
          const s = gl.createShader(type);
          gl.shaderSource(s, src);
          gl.compileShader(s);
          if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s));
          return s;
        };
        const prog = gl.createProgram();
        gl.attachShader(prog, compile(gl.VERTEX_SHADER, "attribute vec2 p;void main(){gl_Position=vec4(p,0.0,1.0);}"));
        gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, FS));
        gl.linkProgram(prog);
        gl.useProgram(prog);
        // one triangle that covers the whole canvas
        gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
        gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
        const loc = gl.getAttribLocation(prog, "p");
        gl.enableVertexAttribArray(loc);
        gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
        for (const n of ["uTime", "uRes", "uTrail", "uTrailA", "uClick", "uSmudge", "uRadius", "uFlow", "uMelt", "uWarp",
          "uBlob", "uWash", "uCap", "uRipple", "uBloom", "uRippleLife", "uRim", "uHalo", "uPal"]) {
          U[n] = gl.getUniformLocation(prog, n);
        }
      }

      // any CSS colour DialKit hands back (hex, rgb, hsl, oklch…) → 0..1 RGB
      const swatch = document.createElement("canvas").getContext("2d", { willReadFrequently: true });
      const rgb = (css) => {
        swatch.clearRect(0, 0, 1, 1);
        swatch.fillStyle = "#000";
        swatch.fillStyle = css;
        swatch.fillRect(0, 0, 1, 1);
        const [r, g, b] = swatch.getImageData(0, 0, 1, 1).data;
        return [r / 255, g / 255, b / 255];
      };
      let palette = new Float32Array(21);
      let lastPalette = "", lastShape = "";
      // only redo the expensive parts when what they depend on changed: dragging
      // a slider shouldn't re-parse seven colours or reallocate the canvas
      function apply() {
        const p = S.Palette;
        const key = JSON.stringify(p);
        if (key !== lastPalette) {
          lastPalette = key;
          palette = new Float32Array([p.cold, p.deep, p.green, p.yellow, p.orange, p.red, p.white].flatMap(rgb));
          root.style.setProperty("--accent", p.orange);
        }
        if (S.Layout.shape !== lastShape) {
          lastShape = S.Layout.shape;
          document.body.classList.toggle("full", lastShape === "full-bleed");
          scale = 1;
          resize();
        }
      }

      // ---- size: it's a heavy shader (about 30 noise lookups a pixel), so it
      // renders to a fixed pixel budget and the browser scales it up. The field is
      // soft, so the difference doesn't show; the frame rate does. If frames still
      // run long, the resolution steps down until they don't. ----
      const BUDGET = 520000;          // pixels rendered per frame, at most
      let W = 1, H = 1, scale = 1;    // scale: the adaptive step, 0.5..1
      function resize() {
        const r = field.getBoundingClientRect();
        W = Math.max(2, r.width);
        H = Math.max(2, r.height);
        const dpr = Math.min(devicePixelRatio || 1, 2);
        const fit = Math.min(1, Math.sqrt(BUDGET / (W * H * dpr * dpr)));
        canvas.width = Math.max(2, Math.round(W * dpr * fit * scale));
        canvas.height = Math.max(2, Math.round(H * dpr * fit * scale));
      }
      addEventListener("resize", resize);
      // average 30 frames; step down 20% when they run long, back up 10% when there's room
      let lastFrame = 0, frameSum = 0, frameCount = 0;
      function pace(t) {
        if (lastFrame) { frameSum += t - lastFrame; frameCount++; }
        lastFrame = t;
        if (frameCount < 30) return;
        const avg = frameSum / frameCount;
        frameSum = frameCount = 0;
        if (avg > 21 && scale > 0.5) { scale = Math.max(0.5, scale * 0.8); resize(); }
        else if (avg < 17.5 && scale < 1) { scale = Math.min(1, scale * 1.1); resize(); }
      }

      // ---- the finger: a smoothed head, sampled into a short trail ----
      const N = 24;
      const trailVec = new Float32Array(N * 4);
      const trailAge = new Float32Array(N);
      let trail = [];
      let target = null, head = null;
      let click = [0, 0, -10];
      const start = performance.now();
      // field coordinates: centred, y up, x scaled by the aspect ratio so a
      // circle of influence stays a circle on a wide field
      const toField = (x, y) => [(x / W - 0.5) * (W / H), 0.5 - y / H];

      field.addEventListener("pointermove", (e) => {
        const r = field.getBoundingClientRect();
        target = { x: e.clientX - r.left, y: e.clientY - r.top };
        finger.style.left = target.x + "px";
        finger.style.top = target.y + "px";
        finger.classList.toggle("on", S.Finger.fingertip);
        wake();
      });
      field.addEventListener("pointerdown", (e) => {
        const r = field.getBoundingClientRect();
        const [x, y] = toField(e.clientX - r.left, e.clientY - r.top);
        click = [x, y, clock()];
        wake();
      });
      field.addEventListener("pointerleave", () => { target = null; head = null; finger.classList.remove("on"); });

      // reduced motion: the field holds still (at a good-looking moment) and only the finger moves it
      const clock = () => (reduced ? 12 : (performance.now() - start) / 1000);

      function step() {
        const t = clock();
        if (target) {
          if (!head) head = { ...target };
          head.x += (target.x - head.x) * S.Finger.follow;
          head.y += (target.y - head.y) * S.Finger.follow;
          const [gx, gy] = toField(head.x, head.y);
          const last = trail[trail.length - 1];
          if (!last || Math.hypot(gx - last.x, gy - last.y) > S.Finger.spacing) {
            trail.push({ x: gx, y: gy, vx: last ? gx - last.x : 0, vy: last ? gy - last.y : 0, born: t });
          }
        }
        while (trail.length && t - trail[0].born > S.Finger.life) trail.shift();
        if (trail.length > S.Finger.points) trail.splice(0, trail.length - S.Finger.points);
        for (let i = 0; i < N; i++) {
          const p = trail[i];
          if (p) {
            trailVec.set([p.x, p.y, p.vx, p.vy], i * 4);
            trailAge[i] = Math.max(0, 1 - (t - p.born) / S.Finger.life);
          } else trailAge[i] = 0;
        }
        return t;
      }

      function draw() {
        const t = step();
        if (!gl) return;
        gl.viewport(0, 0, canvas.width, canvas.height);
        gl.uniform1f(U.uTime, t);
        gl.uniform2f(U.uRes, canvas.width, canvas.height);
        gl.uniform4fv(U.uTrail, trailVec);
        gl.uniform1fv(U.uTrailA, trailAge);
        gl.uniform3f(U.uClick, click[0], click[1], click[2]);
        gl.uniform1f(U.uSmudge, S.Finger.smudge);
        gl.uniform1f(U.uRadius, S.Finger.radius);
        gl.uniform1f(U.uFlow, S.Field.flow);
        gl.uniform1f(U.uMelt, S.Field.meltSeconds);
        gl.uniform1f(U.uWarp, S.Field.warp);
        gl.uniform1f(U.uBlob, S.Field.blob);
        gl.uniform1f(U.uWash, S.Field.blurWash ? 1 : 0);
        gl.uniform1f(U.uCap, S.Field.heatCap);
        gl.uniform1f(U.uRipple, S.Press.ripple);
        gl.uniform1f(U.uBloom, S.Press.bloom);
        gl.uniform1f(U.uRippleLife, S.Press.duration);
        gl.uniform1f(U.uRim, S.Edge.rim);
        gl.uniform1f(U.uHalo, S.Edge.halo);
        gl.uniform3fv(U.uPal, palette);
        gl.drawArrays(gl.TRIANGLES, 0, 3);
      }

      // ---- run only while it can be seen; with reduced motion, only while touched ----
      let raf = 0, visible = true, idleUntil = 0;
      function loop(t) {
        raf = 0;
        pace(t);
        draw();
        const busy = !reduced || target || performance.now() < idleUntil;
        if (visible && !document.hidden && busy) raf = requestAnimationFrame(loop);
      }
      function wake() {
        idleUntil = performance.now() + (S.Finger.life + S.Press.duration) * 1000;
        if (!raf) { lastFrame = 0; raf = requestAnimationFrame(loop); }
      }
      new IntersectionObserver(([e]) => { visible = e.isIntersecting; if (visible) wake(); }).observe(field);
      document.addEventListener("visibilitychange", () => { if (!document.hidden) wake(); });

      // ---- the tuning panel ----
      async function copyComponent() {
        const clone = source.cloneNode(true);
        clone.dataset.thermalSettings = JSON.stringify(S);
        await navigator.clipboard.writeText("<!doctype html>\n" + clone.outerHTML);
      }
      if (window.DialKit) {
        DialKit.createDialRoot({ position: "bottom-right", theme: "dark", defaultOpen: innerWidth >= 640 });
        const withValues = (cfg, vals) => Object.fromEntries(Object.entries(cfg).map(([k, v]) => {
          if (Array.isArray(v)) return [k, [vals[k], ...v.slice(1)]];
          if (v && v.type === "select") return [k, { ...v, default: vals[k] }];
          if (v && typeof v === "object") return [k, withValues(v, vals[k])];
          return [k, vals[k]];
        }));
        const kit = DialKit.createDialKit("Thermal trail", {
          ...withValues(defaults, S),
          poke: { type: "action" },
          "Copy component": { type: "action" },
        }, {
          id: "thermal-finger-trail",
          persist: !embedded,
          onAction: (path) => {
            if (path === "poke") { click = [0, 0, clock()]; wake(); }
            if (path === "Copy component") copyComponent();
          },
        });
        kit.subscribe((values) => { S = merge(S, values); apply(); wake(); });
      }

      apply();
      wake();
    </script>
  </body>
</html>
04Inflated type

Letters with weight that tumble and settle, and a manifesto that comes into focus as you scroll. From the kinetic-inflated-hero and scroll-blur-manifesto skills in my ui-motion plugin, made for Zine.

Show the code
<!doctype html>
<html lang="en">
  <head>
    <meta charset="utf-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1" />
    <title>Zine UI Motion Contained Demo</title>
    <style>
      /*
        Zine UI Motion contained demo

        Real Zine stack:
        - Next.js + React
        - matter-js for inflated-type collision behavior
        - opentype.js for extracting and deforming OT2049 glyph outlines
        - Lenis for smooth scroll
        - GSAP + ScrollTrigger for scrubbed scroll choreography
        - next/font/local with Geist, Fragment Mono, Inter, DM Mono, and
          OT2049-Bold.ttf for the hero glyphs

        This standalone file loads Matter, DialKit, Lenis, GSAP, and
        ScrollTrigger from CDNs. The local preview resolves Zine's OT2049
        font from the sibling project; distributed copies should provide
        their own licensed OT2049 file at the path below.
      */

      @import url("https://fonts.googleapis.com/css2?family=Bricolage+Grotesque:opsz,wght@12..96,700&display=swap");

      /* On adamperlis.com: Zine's display face, OT2049 (licensed), from
         fonts/ beside this file, with Bricolage Grotesque (SIL OFL) behind it */
      @font-face {
        font-family: "OT2049 Demo";
        src: url("fonts/OT2049-Bold.ttf") format("truetype");
        font-style: normal;
        font-weight: 700;
        font-display: swap;
      }

      :root {
        --electric: #0600ff;
        --paper: #f5f0e7;
        --paper-2: #f7f3ec;
        --ink: #0d0d0c;
        --ink-mid: rgba(13, 13, 12, 0.55);
        --rule: rgba(13, 13, 12, 0.11);
        --blur: 10;
        --scroll-spread: 6.2;
        --font-sans:
          Inter, Geist, ui-sans-serif, system-ui, -apple-system, BlinkMacSystemFont, "Segoe UI",
          sans-serif;
        --font-mono:
          "DM Mono", "Fragment Mono", ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
        --font-display:
          "OT2049 Demo", "Bricolage Grotesque", "Arial Black", Impact, Haettenschweiler, "Arial Narrow Bold", sans-serif;
      }

      * {
        box-sizing: border-box;
      }

      html {
        background: var(--paper);
      }

      body {
        margin: 0;
        color: var(--ink);
        background: var(--paper);
        font-family: var(--font-sans);
        text-rendering: geometricPrecision;
        -webkit-font-smoothing: antialiased;
      }

      button,
      input {
        font: inherit;
      }

      .hero {
        position: relative;
        min-height: 100svh;
        overflow: hidden;
        color: white;
        background: var(--electric);
        isolation: isolate;
      }

      .topbar {
        position: absolute;
        z-index: 8;
        top: 13px;
        left: 50%;
        display: flex;
        align-items: center;
        gap: 22px;
        height: 34px;
        width: min(638px, calc(100vw - 28px));
        padding: 0 6px 0 15px;
        border-radius: 9px;
        color: rgba(255, 255, 255, 0.92);
        background: rgba(255, 255, 255, 0.24);
        backdrop-filter: blur(16px);
        transform: translateX(-50%);
        font-size: 12px;
        line-height: 1;
      }

      .wordmark {
        margin-right: 8px;
        font-weight: 850;
        letter-spacing: -0.06em;
      }

      .navlinks {
        display: flex;
        align-items: center;
        gap: 16px;
        white-space: nowrap;
        color: rgba(255, 255, 255, 0.82);
      }

      .nav-cta {
        margin-left: auto;
        border: 0;
        border-radius: 8px;
        padding: 8px 13px;
        color: var(--electric);
        background: white;
        cursor: default;
      }

      .hero-label {
        position: absolute;
        z-index: 7;
        top: 49.2%;
        left: 50%;
        margin: 0;
        transform: translate(-50%, -50%);
        color: white;
        font-size: clamp(18px, 1.55vw, 22px);
        letter-spacing: -0.02em;
        white-space: nowrap;
      }

      .invisible-word {
        display: inline;
        white-space: nowrap;
      }

      .invisible-word span {
        display: inline-block;
      }

      .hero-label.is-washing .invisible-word span {
        animation: invisible-wash 2s 1;
        animation-delay: calc(var(--i) * 50ms);
      }

      .hero-copy {
        position: absolute;
        z-index: 7;
        left: 50%;
        bottom: 95px;
        width: min(540px, calc(100vw - 40px));
        transform: translateX(-50%);
        text-align: center;
      }

      .hero-copy p {
        margin: 0;
        color: rgba(255, 255, 255, 0.78);
        font-size: clamp(16px, 1.35vw, 18px);
        line-height: 1.5;
        letter-spacing: -0.02em;
      }

      .actions {
        display: flex;
        justify-content: center;
        gap: 13px;
        margin-top: 20px;
      }

      .btn {
        min-height: 32px;
        border: 1px solid rgba(255, 255, 255, 0.38);
        border-radius: 7px;
        padding: 0 16px;
        color: white;
        background: rgba(255, 255, 255, 0.06);
      }

      .btn.primary {
        border-color: white;
        color: #1b1b1b;
        background: white;
      }

      .hero-type {
        position: absolute;
        inset: 0;
        z-index: 2;
        pointer-events: none;
      }

      .glyph {
        position: absolute;
        left: var(--x);
        top: var(--y);
        color: var(--paper-2);
        font-family: var(--font-display);
        font-weight: 700;
        line-height: 0.75;
        letter-spacing: 0;
        text-transform: uppercase;
        transform-origin: 50% 50%;
        will-change: transform, opacity;
        text-shadow:
          0 0 1px rgba(255, 255, 255, 0.25),
          0 12px 22px rgba(0, 0, 0, 0.035);
      }

      .glyph.is-popping {
        opacity: 0;
        transition: opacity 80ms ease-out;
      }

      .hero-confetti {
        position: absolute;
        inset: 0;
        z-index: 3;
        overflow: hidden;
        pointer-events: none;
      }

      .hero-obstacle-masks {
        position: absolute;
        inset: 0;
        z-index: 6;
        pointer-events: none;
      }

      .hero-obstacle-masks span {
        position: absolute;
        background: var(--electric);
      }

      .particle {
        position: absolute;
        width: var(--size);
        height: var(--size);
        background: var(--paper-2);
        animation: particle-flight 950ms cubic-bezier(0.18, 0.4, 0.52, 1) forwards;
      }

      .g-c {
        --x: 6vw;
        --y: 15.5vh;
        font-size: clamp(180px, 19vw, 300px);
      }

      .g-l {
        --x: 21.8vw;
        --y: 15.8vh;
        font-size: clamp(180px, 19vw, 300px);
      }

      .g-a {
        --x: 75.5vw;
        --y: 16vh;
        font-size: clamp(190px, 20vw, 312px);
      }

      .g-u {
        --x: 3vw;
        --y: 67vh;
        font-size: clamp(132px, 13vw, 212px);
      }

      .g-d {
        --x: 12.5vw;
        --y: 67vh;
        font-size: clamp(132px, 13vw, 212px);
      }

      .g-e {
        --x: 81vw;
        --y: 58vh;
        font-size: clamp(220px, 23vw, 350px);
      }

      .manifesto {
        min-height: 210vh;
        padding: 0 clamp(22px, 4.6vw, 66px);
        background:
          radial-gradient(circle at 22% 12%, rgba(6, 0, 255, 0.075), transparent 28%),
          var(--paper);
      }

      .manifesto-inner {
        position: sticky;
        top: 0;
        min-height: 100svh;
        display: flex;
        align-items: center;
      }

      .manifesto-grid {
        width: 100%;
        max-width: 1320px;
        margin: 0 auto;
        padding-top: 40px;
        border-top: 1px solid var(--rule);
        display: grid;
        grid-template-columns: repeat(12, minmax(0, 1fr));
        gap: 24px;
      }

      .chip {
        grid-column: 1 / 5;
        align-self: start;
        width: fit-content;
        border: 1px solid rgba(13, 13, 12, 0.15);
        border-radius: 2px;
        padding: 6px 7px;
        color: var(--ink-mid);
        font-family: var(--font-mono);
        font-size: 9px;
        font-weight: 500;
        line-height: 1;
        letter-spacing: 1px;
        text-transform: uppercase;
      }

      .manifesto-copy {
        grid-column: 5 / 12;
        position: relative;
        margin: 0;
        color: var(--ink);
        font-size: clamp(30px, 4.75vw, 74px);
        font-weight: 400;
        line-height: 1.03;
        letter-spacing: -0.045em;
        text-wrap: pretty;
      }

      .layer {
        display: flex;
        flex-wrap: wrap;
        gap: 0.03em 0.2em;
      }

      .layer.ghost {
        position: absolute;
        inset: 0;
        color: rgba(13, 13, 12, 0.32);
        filter: blur(calc(var(--blur) * 1px));
      }

      .word {
        display: inline-block;
        opacity: var(--sharp, 0.14);
        transform: translate3d(0, calc((1 - var(--sharp, 0.14)) * 13px), 0);
        will-change: opacity, transform;
      }

      .ghost .word {
        opacity: var(--ghost, 0);
        transform: none;
      }

      .pill {
        margin-inline: -0.02em;
        border-radius: 999px;
        padding: 0.02em 0.22em 0.09em;
        color: white;
        background: var(--electric);
        letter-spacing: -0.045em;
      }

      .sr-only {
        position: absolute;
        width: 1px;
        height: 1px;
        padding: 0;
        margin: -1px;
        overflow: hidden;
        clip: rect(0, 0, 0, 0);
        white-space: nowrap;
        border: 0;
      }

      @keyframes invisible-wash {
        0% {
          filter: blur(0);
          opacity: 1;
          transform: rotate(0) translateY(0);
          animation-timing-function: cubic-bezier(0.55, 0, 0.9, 0.4);
        }
        30% {
          filter: blur(calc(var(--invisible-blur, 6) * 1px));
          opacity: 0;
          transform: rotate(-8deg) translateY(-0.12em);
          animation-timing-function: linear;
        }
        55% {
          filter: blur(calc(var(--invisible-blur, 6) * 1px));
          opacity: 0;
          transform: rotate(6deg) translateY(0.1em);
          animation-timing-function: cubic-bezier(0.16, 1, 0.3, 1);
        }
        100% {
          filter: blur(0);
          opacity: 1;
          transform: rotate(0) translateY(0);
        }
      }

      @keyframes particle-flight {
        0% { opacity: 1; transform: translate3d(0, 0, 0) rotate(0); }
        55% { opacity: 1; }
        100% {
          opacity: 0;
          transform: translate3d(var(--tx), var(--ty), 0) rotate(var(--rot));
        }
      }

      @media (max-width: 860px) {
        .topbar {
          width: calc(100vw - 24px);
          gap: 12px;
        }

        .navlinks span:nth-child(n + 3) {
          display: none;
        }

        .hero-copy {
          bottom: 48px;
        }

        .g-c {
          --x: -4vw;
          --y: 17vh;
        }

        .g-l {
          --x: 31vw;
          --y: 18vh;
        }

        .g-a {
          --x: 58vw;
          --y: 22vh;
        }

        .g-u {
          --x: -5vw;
          --y: 60vh;
        }

        .g-d {
          --x: 31vw;
          --y: 62vh;
        }

        .g-e {
          --x: 60vw;
          --y: 62vh;
        }

        .manifesto-grid {
          display: block;
        }

        .manifesto-copy {
          margin-top: 28px;
        }

      }

      @media (prefers-reduced-motion: reduce) {
        .particle,
        .hero-label.is-washing .invisible-word span {
          animation: none;
        }

        .word,
        .ghost .word {
          opacity: 1;
          transform: none;
        }

        .layer.ghost {
          display: none;
        }
      }
    </style>
  </head>
  <body>
    <section class="hero" aria-label="Zine inflated hero demo">
      <nav class="topbar" aria-label="Demo navigation">
        <span class="wordmark">ZINE</span>
        <span class="navlinks" aria-hidden="true">
          <span>How it works</span>
          <span>Features</span>
          <span>Who it's for</span>
          <span>Compare</span>
          <span>Pricing</span>
          <span>Docs</span>
          <span>Sign in</span>
        </span>
        <button class="nav-cta">Start free</button>
      </nav>

      <div class="hero-type" aria-hidden="true">
        <span class="glyph g-c">C</span>
        <span class="glyph g-l">L</span>
        <span class="glyph g-a">A</span>
        <span class="glyph g-u">U</span>
        <span class="glyph g-d">D</span>
        <span class="glyph g-e">E</span>
      </div>
      <div class="hero-confetti" aria-hidden="true"></div>
      <div class="hero-obstacle-masks" aria-hidden="true"></div>

      <p class="hero-label">
        Your site is <span class="invisible-word" data-word="invisible"></span> to
      </p>

      <div class="hero-copy">
        <p>
          Zine is your always-on growth marketing engine. Agents that write,
          optimize, and watch your competitors across every channel, so you show
          up where your customers are looking.
        </p>
        <div class="actions">
          <button class="btn primary">Start free -></button>
          <button class="btn">See how it works</button>
        </div>
      </div>
    </section>

    <section id="manifesto" class="manifesto" aria-labelledby="manifesto-copy">
      <div class="manifesto-inner">
        <div class="manifesto-grid">
          <span class="chip">Introducing Zine</span>
          <p id="manifesto-copy" class="sr-only">
            Your customers ask ChatGPT, Claude, Gemini, and Perplexity, then
            take whatever answer appears. If you're not in it, you've
            disappeared. Zine puts agents on your site, blog, newsletter, and
            social, so you get a little more findable every week.
          </p>
          <div class="manifesto-copy" aria-hidden="true">
            <div class="layer sharp"></div>
            <div class="layer ghost"></div>
          </div>
        </div>
      </div>
    </section>

    <link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/dialkit@2.0.2/dist/vanilla/styles.css" />
    <script src="https://cdn.jsdelivr.net/npm/dialkit@2.0.2/dist/vanilla/browser.global.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/matter-js@0.20.0/build/matter.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/lenis@1.3.23/dist/lenis.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/gsap@3.15.0/dist/gsap.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/gsap@3.15.0/dist/ScrollTrigger.min.js"></script>
    <script>
      const reduced = matchMedia("(prefers-reduced-motion: reduce)").matches;
      const root = document.documentElement;
      const sourceDocument = root.cloneNode(true);
      const hero = document.querySelector(".hero");
      const heroType = document.querySelector(".hero-type");
      const initialGlyphMarkup = heroType?.innerHTML || "";
      const confetti = document.querySelector(".hero-confetti");
      const label = document.querySelector(".hero-label");
      const names = ["CLAUDE", "CHATGPT", "GEMINI", "PERPLEXITY", "GROK"];
      const heroDefaults = {
        hoverPressure: 0.85,
        pointerRadius: 46,
        cycleSeconds: 4,
        popStagger: 60,
        invisibleBlur: 6,
        blue: "#0600ff",
      };
      const revealDefaults = { blur: 10, revealSpread: 6.2 };
      let heroSettings = { ...heroDefaults, ...JSON.parse(root.dataset.heroSettings || "{}") };
      let revealSettings = { ...revealDefaults, ...JSON.parse(root.dataset.revealSettings || "{}") };
      let restartHero = () => {};
      let setWordProgress = () => {};
      root.style.setProperty("--electric", heroSettings.blue);
      root.style.setProperty("--invisible-blur", heroSettings.invisibleBlur);
      root.style.setProperty("--blur", revealSettings.blur);
      root.style.setProperty("--scroll-spread", revealSettings.revealSpread);

      async function copyComponent(component) {
        const clone = sourceDocument.cloneNode(true);
        clone.removeAttribute("style");
        clone.dataset.heroSettings = JSON.stringify(heroSettings);
        clone.dataset.revealSettings = JSON.stringify(revealSettings);
        clone.dataset.dialkitId = `zine-${component}-${Date.now()}`;
        if (component === "hero") clone.querySelector(".manifesto")?.remove();
        else clone.querySelector(".hero")?.remove();
        clone.querySelectorAll("script[src]").forEach((script) => {
          const src = script.getAttribute("src");
          if (component === "hero" && /lenis|gsap/i.test(src)) script.remove();
          if (component === "reveal" && /matter-js/i.test(src)) script.remove();
        });
        clone.querySelector("title").textContent = component === "hero"
          ? "Inflated hero component" : "Scroll blur reveal component";
        await navigator.clipboard.writeText("<!doctype html>\n" + clone.outerHTML);
      }

      if (window.DialKit) {
        DialKit.createDialRoot({ position: "bottom-right", theme: "dark", defaultOpen: innerWidth >= 640 });
        if (hero) {
          const heroKit = DialKit.createDialKit("Hero", {
            hoverPressure: [heroSettings.hoverPressure, 0, 1.8, 0.05],
            pointerRadius: [heroSettings.pointerRadius, 20, 100, 1],
            cycleSeconds: [heroSettings.cycleSeconds, 2, 10, 0.1],
            popStagger: [heroSettings.popStagger, 20, 150, 5],
            invisibleBlur: [heroSettings.invisibleBlur, 0, 16, 1],
            blue: heroSettings.blue,
            replay: { type: "action" },
            "Copy component": { type: "action" },
          }, {
            id: root.dataset.dialkitId || "zine-demo-hero",
            persist: true,
            onAction: (path) => {
              if (path === "replay") restartHero();
              if (path === "Copy component") copyComponent("hero");
            },
          });
          heroKit.subscribe((values) => {
            heroSettings = values;
            root.style.setProperty("--electric", values.blue);
            root.style.setProperty("--invisible-blur", values.invisibleBlur);
          });
        }
        if (document.querySelector(".manifesto")) {
          const revealKit = DialKit.createDialKit("Section reveal", {
            blur: [revealSettings.blur, 0, 24, 1],
            revealSpread: [revealSettings.revealSpread, 2, 10, 0.1],
            "Copy component": { type: "action" },
          }, {
            id: root.dataset.dialkitId || "zine-demo-reveal",
            persist: true,
            onAction: (path) => { if (path === "Copy component") copyComponent("reveal"); },
          });
          revealKit.subscribe((values) => {
            revealSettings = values;
            root.style.setProperty("--blur", values.blur);
            root.style.setProperty("--scroll-spread", values.revealSpread);
            requestAnimationFrame(() => {
              setWordProgress(window.ScrollTrigger?.getAll()?.[0]?.progress || 0);
            });
          });
        }
      }

      document.querySelectorAll(".invisible-word").forEach((word) => {
        word.dataset.word.split("").forEach((letter, index) => {
          const span = document.createElement("span");
          span.style.setProperty("--i", index);
          span.textContent = letter;
          word.append(span);
        });
      });

      function placeHeroWord(index) {
        heroType.innerHTML = index === 0 ? initialGlyphMarkup : "";
        if (index !== 0) {
          [...names[index]].forEach((letter) => {
            const node = document.createElement("span");
            node.className = "glyph";
            node.textContent = letter;
            heroType.append(node);
          });
        }

        const nodes = [...heroType.querySelectorAll(".glyph")];
        nodes.forEach((node) => {
          node.style.left = "0px";
          node.style.top = "0px";
          node.style.fontSize = "100px";
          node.style.transform = "none";
        });
        const natural = nodes.map((node) => {
          const rect = node.getBoundingClientRect();
          return { width: rect.width, height: rect.height };
        });
        const heroRect = hero.getBoundingClientRect();
        const toBox = (element) => {
          const rect = element.getBoundingClientRect();
          return {
            left: rect.left - heroRect.left,
            top: rect.top - heroRect.top,
            right: rect.right - heroRect.left,
            bottom: rect.bottom - heroRect.top,
            width: rect.width,
            height: rect.height,
          };
        };
        const nav = toBox(hero.querySelector(".topbar"));
        const statement = toBox(label);
        const copy = toBox(hero.querySelector(".hero-copy"));
        const margin = Math.min(28, Math.max(16, heroRect.width * 0.025));
        const width = heroRect.width;
        const height = heroRect.height;
        const topY = nav.bottom + margin;
        const bottomY = statement.bottom + margin;
        let pockets;
        let counts;

        if (width < 1000) {
          const rowGap = margin * 0.5;
          const rowHeight = Math.max(1, (statement.top - margin - topY - rowGap) / 2);
          pockets = [
            { x: margin, y: topY, width: width - 2 * margin, height: rowHeight },
            { x: margin, y: topY + rowHeight + rowGap, width: width - 2 * margin, height: rowHeight },
          ];
          counts = [Math.ceil(nodes.length / 2), Math.floor(nodes.length / 2)];
        } else {
          pockets = [
            { x: margin, y: topY, width: statement.left - 2 * margin,
              height: statement.top - topY - margin },
            { x: statement.right + margin, y: topY,
              width: width - statement.right - 2 * margin,
              height: statement.top - topY - margin },
            { x: margin, y: bottomY, width: copy.left - 2 * margin,
              height: height - bottomY - margin },
            { x: copy.right + margin, y: bottomY,
              width: width - copy.right - 2 * margin,
              height: height - bottomY - margin },
          ];
          const upperLeft = Math.max(1, Math.round(nodes.length / 3));
          const upperRight = Math.max(1, Math.round(nodes.length / 6));
          const lowerLeft = Math.max(1, Math.round(nodes.length / 3));
          counts = [upperLeft, upperRight, lowerLeft,
            nodes.length - upperLeft - upperRight - lowerLeft];
        }

        let offset = 0;
        pockets.forEach((pocket, groupIndex) => {
          const group = nodes.slice(offset, offset + counts[groupIndex]);
          const metrics = natural.slice(offset, offset + counts[groupIndex]);
          offset += counts[groupIndex];
          if (!group.length) return;
          const naturalWidth = metrics.reduce((sum, item) => sum + item.width, 0);
          const maxHeight = Math.max(...metrics.map((item) => item.height));
          const gap = naturalWidth / group.length * 0.12;
          const scale = Math.max(0.05, Math.min(3.8,
            Math.max(1, pocket.width) / (naturalWidth + gap * (group.length - 1)),
            Math.max(1, pocket.height) / maxHeight) * 0.9);
          const total = (naturalWidth + gap * (group.length - 1)) * scale;
          let x = pocket.x + (pocket.width - total) / 2;
          group.forEach((node, i) => {
            node.style.fontSize = `${100 * scale}px`;
            node.style.left = `${x}px`;
            node.style.top = `${pocket.y + (pocket.height - metrics[i].height * scale) / 2}px`;
            x += (metrics[i].width + gap) * scale;
          });
        });

        const masks = hero.querySelector(".hero-obstacle-masks");
        masks.textContent = "";
        [nav, statement, copy].forEach((box) => {
          const mask = document.createElement("span");
          const inset = box === nav ? 4 : margin * 0.55;
          mask.style.left = `${box.left - inset}px`;
          mask.style.top = `${box.top - inset}px`;
          mask.style.width = `${box.width + 2 * inset}px`;
          mask.style.height = `${box.height + 2 * inset}px`;
          masks.append(mask);
        });
        return [nav, statement, copy];
      }

      if (hero && !reduced && window.Matter) {
        const { Engine, Bodies, Body, Composite, Constraint } = Matter;
        let engine;
        let pointerBody;
        let pointerRadius = heroSettings.pointerRadius;
        let glyphs = [];
        let wordIndex = 0;
        let phase = "inflate";
        let phaseAt = 0;
        let popAt = [];
        let washTimer;
        const pointer = { x: -1000, y: -1000 };

        hero.addEventListener("pointermove", (event) => {
          const rect = hero.getBoundingClientRect();
          pointer.x = event.clientX - rect.left;
          pointer.y = event.clientY - rect.top;
        });
        hero.addEventListener("pointerleave", () => {
          pointer.x = -1000;
          pointer.y = -1000;
        });

        function startWord(now) {
          if (engine) Composite.clear(engine.world, false);
          engine = Engine.create({ gravity: { x: 0, y: 0, scale: 0 } });
          pointerBody = Bodies.circle(-1000, -1000, heroSettings.pointerRadius, {
            isStatic: true,
            friction: 0,
            collisionFilter: { category: 2, mask: 1 },
          });
          pointerRadius = heroSettings.pointerRadius;
          const width = hero.clientWidth;
          const height = hero.clientHeight;
          const walls = [
            Bodies.rectangle(width / 2, -90, width + 200, 180, { isStatic: true }),
            Bodies.rectangle(width / 2, height + 90, width + 200, 180, { isStatic: true }),
            Bodies.rectangle(-90, height / 2, 180, height + 200, { isStatic: true }),
            Bodies.rectangle(width + 90, height / 2, 180, height + 200, { isStatic: true }),
          ];
          const boxes = placeHeroWord(wordIndex);
          const obstacles = boxes.map((box) => Bodies.rectangle(
            box.left + box.width / 2,
            box.top + box.height / 2,
            box.width + 32,
            box.height + 32,
            { isStatic: true },
          ));
          Composite.add(engine.world, [pointerBody, ...walls, ...obstacles]);
          const heroRect = hero.getBoundingClientRect();
          glyphs = [...heroType.querySelectorAll(".glyph")].map((node, i) => {
            const rect = node.getBoundingClientRect();
            const home = {
              x: rect.left - heroRect.left + rect.width / 2,
              y: rect.top - heroRect.top + rect.height / 2,
            };
            const body = Bodies.rectangle(home.x, home.y, rect.width * 0.68, rect.height * 0.72, {
              frictionAir: 0.16,
              restitution: 0.15,
              collisionFilter: { category: 1, mask: 3 },
            });
            const tether = Constraint.create({
              pointA: home,
              bodyB: body,
              stiffness: 0.035,
              damping: 0.2,
            });
            Composite.add(engine.world, [body, tether]);
            return { node, body, tether, home, popped: false };
          });
          phase = "inflate";
          phaseAt = now;
          popAt = [];
        }

        function popGlyph(glyph) {
          glyph.popped = true;
          glyph.node.classList.add("is-popping");
          Composite.remove(engine.world, [glyph.body, glyph.tether]);
          const { x, y } = glyph.body.position;
          for (let i = 0; i < 10; i++) {
            const particle = document.createElement("span");
            const angle = Math.random() * Math.PI * 2;
            const distance = 90 + Math.random() * 240;
            particle.className = "particle";
            particle.style.left = `${x + (Math.random() - 0.5) * 45}px`;
            particle.style.top = `${y + (Math.random() - 0.5) * 45}px`;
            particle.style.setProperty("--size", `${3 + Math.random() * 8}px`);
            particle.style.setProperty("--tx", `${Math.cos(angle) * distance}px`);
            particle.style.setProperty("--ty", `${Math.sin(angle) * distance + 250}px`);
            particle.style.setProperty("--rot", `${(Math.random() - 0.5) * 900}deg`);
            confetti.append(particle);
            particle.addEventListener("animationend", () => particle.remove(), { once: true });
          }
        }

        function tick(now) {
          if (phase === "inflate" && now - phaseAt >= 700 + glyphs.length * 40) {
            phase = "live";
            phaseAt = now;
          } else if (phase === "live" && now - phaseAt >= heroSettings.cycleSeconds * 1000) {
            phase = "explode";
            phaseAt = now;
            const order = glyphs.map((_, i) => i);
            for (let i = order.length - 1; i > 0; i--) {
              const j = Math.floor(Math.random() * (i + 1));
              [order[i], order[j]] = [order[j], order[i]];
            }
            order.forEach((index, rank) => { popAt[index] = now + 170 + rank * heroSettings.popStagger; });
            label.classList.remove("is-washing");
            void label.offsetWidth;
            label.classList.add("is-washing");
            clearTimeout(washTimer);
            washTimer = setTimeout(() => label.classList.remove("is-washing"), 2400);
          }

          if (pointerRadius !== heroSettings.pointerRadius) {
            Body.scale(pointerBody, heroSettings.pointerRadius / pointerRadius,
              heroSettings.pointerRadius / pointerRadius);
            pointerRadius = heroSettings.pointerRadius;
          }
          Body.setPosition(pointerBody, pointer);
          Engine.update(engine, 1000 / 60);
          glyphs.forEach((glyph, i) => {
            if (glyph.popped) return;
            if (phase === "explode" && now >= popAt[i]) {
              popGlyph(glyph);
              return;
            }
            const { body, home, node } = glyph;
            const dx = body.position.x - pointer.x;
            const dy = body.position.y - pointer.y;
            const proximity = Math.exp(-(dx * dx + dy * dy) / (2 * 140 * 140));
            const enter = Math.min(1, Math.max(0.06, (now - phaseAt - i * 40) / 700));
            const inflate = phase === "inflate" ? 1 - Math.pow(1 - enter, 3) : 1;
            const scale = inflate * (1 + heroSettings.hoverPressure * proximity);
            node.style.transform = `translate3d(${(body.position.x - home.x).toFixed(1)}px, ${(body.position.y - home.y).toFixed(1)}px, 0) scale(${scale.toFixed(3)})`;
          });
          if (phase === "explode" && glyphs.every((glyph) => glyph.popped) &&
              now >= Math.max(...popAt) + 950) {
            wordIndex = (wordIndex + 1) % names.length;
            startWord(now);
          }
          requestAnimationFrame(tick);
        }

        restartHero = () => {
          wordIndex = 0;
          confetti.textContent = "";
          label.classList.remove("is-washing");
          startWord(performance.now());
        };
        document.fonts.ready.then(() => {
          restartHero();
          requestAnimationFrame(tick);
        });
        if (window.ResizeObserver) {
          const observer = new ResizeObserver(() => {
            if (engine) startWord(performance.now());
          });
          [hero, hero.querySelector(".topbar"), label, hero.querySelector(".hero-copy")]
            .forEach((element) => observer.observe(element));
        } else {
          addEventListener("resize", () => startWord(performance.now()));
        }
      } else if (hero) {
        document.fonts.ready.then(() => placeHeroWord(0));
        addEventListener("resize", () => placeHeroWord(0));
      }

      if (document.querySelector(".manifesto")) {
      const manifestoText =
        "Your customers ask ChatGPT, Claude, Gemini, and Perplexity, then take whatever answer appears. If you're not in it, you've disappeared. Zine puts agents on your site, blog, newsletter, and social, so you get a little more findable every week.";
      const highlight = new Set([
        "ChatGPT",
        "Claude",
        "Gemini",
        "Perplexity",
        "site",
        "blog",
        "newsletter",
        "social",
      ]);
      const tokens = manifestoText.match(/\S+/g);
      const sharpLayer = document.querySelector(".layer.sharp");
      const ghostLayer = document.querySelector(".layer.ghost");

      tokens.forEach((token) => {
        const clean = token.replace(/[.,]/g, "");
        [sharpLayer, ghostLayer].forEach((layer) => {
          const span = document.createElement("span");
          span.className = "word";
          if (highlight.has(clean)) span.classList.add("pill");
          span.textContent = token;
          layer.append(span);
        });
      });

      if (!reduced && window.Lenis) {
        const lenis = new Lenis({
          duration: 1,
          easing: (t) => 1 - Math.pow(1 - t, 4),
          smoothWheel: true,
          touchMultiplier: 2,
          wheelMultiplier: 1.35,
        });
        function raf(time) {
          lenis.raf(time);
          requestAnimationFrame(raf);
        }
        requestAnimationFrame(raf);
      }

      const sharpWords = [...document.querySelectorAll(".sharp .word")];
      const ghostWords = [...document.querySelectorAll(".ghost .word")];

      function clamp(value, min, max) {
        return Math.max(min, Math.min(max, value));
      }

      setWordProgress = (progress) => {
        const spread = Number(getComputedStyle(root).getPropertyValue("--scroll-spread")) || 6.2;
        sharpWords.forEach((word, index) => {
          const start = (index / tokens.length) * 0.82;
          const local = clamp((progress - start) * spread, 0, 1);
          const ghost =
            local < 0.52 ? local / 0.52 : 1 - (local - 0.52) / 0.48;
          word.style.setProperty("--sharp", local.toFixed(3));
          ghostWords[index].style.setProperty("--ghost", clamp(ghost, 0, 1).toFixed(3));
        });
      };

      if (!reduced && window.gsap && window.ScrollTrigger) {
        gsap.registerPlugin(ScrollTrigger);
        ScrollTrigger.create({
          trigger: ".manifesto",
          start: "top top",
          end: "bottom bottom",
          scrub: true,
          onUpdate: (self) => setWordProgress(self.progress),
        });
      } else {
        const update = () => {
          const section = document.querySelector(".manifesto");
          const rect = section.getBoundingClientRect();
          setWordProgress(clamp(-rect.top / (rect.height - innerHeight), 0, 1));
        };
        update();
        addEventListener("scroll", update, { passive: true });
        addEventListener("resize", update);
      }

      setWordProgress(0);
      }
    </script>
  </body>
</html>
05Rainbow text

A sentence that writes itself in thermal ink, word by word, while its colours turn round the wheel. From Clicker’s website, where your scroll writes it.

Show the code
<!doctype html>
<html lang="en" data-theme="midnight">
  <head>
    <meta charset="utf-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1" />
    <title>Clicker rainbow text</title>
    <style>
      /*
        Thermal write-on: the rainbow text from Clicker's website
        (clicker/website: the intro statement in index.html, its CSS in
        styles.css, initThermalWriteOn in app.js)

        The statement is split into words. Every word is filled with its own
        slice of ONE block-wide thermal gradient (five heat blobs over a warm
        wash, clipped to the letters), so the ramp runs across the whole
        sentence rather than repeating word by word. The block's hue turns a
        full circle every 8 seconds, which walks the thermal colours round
        the wheel: that's the rainbow. Words wait at 13% opacity and fade up
        left to right, staggered, as GSAP's ScrollTrigger scrubs through them.

        "scroll" is the site's behaviour. "play" runs the same tween on a
        clock, so it writes itself without scrolling the frame. The site also
        smooths its scroll with Lenis; that's left out so the frame never
        traps the page's scroll.

        Loads GSAP 3.12.5 + ScrollTrigger (the site's versions) and DialKit.
        Clicker's fonts sit in fonts/ beside this file: Nasalization for the
        wordmark, Fragment Mono for the label. The statement is the system
        face, SF Pro on Apple devices, as on the site and in the app.
      */
      @font-face {
        font-family: "Nasalization Ext";
        src: url("fonts/nasalization-ext-bold.ttf") format("truetype");
        font-weight: 700;
        font-style: normal;
        font-display: swap;
      }
      @font-face {
        font-family: "Fragment Mono";
        src: url("fonts/fragment-mono-latin.woff2") format("woff2");
        font-weight: 400;
        font-style: normal;
        font-display: swap;
      }

      /* Clicker's Midnight theme */
      :root {
        --bg: #000000;
        --bg-2: #0a0a0a;
        --accent: #ff6b35;
        --text: #ffffff;
        --text-dim: rgba(255, 255, 255, 0.5);
        /* the ink, from .wo-word: set from the panel */
        --green: hsl(140 70% 55%);
        --yellow: hsl(48 95% 57%);
        --red: hsl(8 90% 54%);
        --orange: hsl(28 95% 55%);
        --deep-green: hsl(140 55% 50%);
        --wash-from: hsl(60 85% 55%);
        --wash-to: hsl(20 95% 54%);
        --angle: 108deg;
        --spread: 1;
        --hue-seconds: 8s;
        --size: 1;
        --weight: 500;
        --leading: 1.04;
        --tracking: -0.015em;
        color-scheme: dark;
      }
      *, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }
      /* the site's fixed backdrop: a faint accent glow from the top, over off-black */
      body::before {
        content: ""; position: fixed; inset: 0; z-index: -1; pointer-events: none;
        background-image:
          radial-gradient(120% 80% at 50% -10%, color-mix(in srgb, var(--accent) 7%, transparent), transparent 55%),
          linear-gradient(180deg, var(--bg) 0%, var(--bg-2) 100%);
      }
      body {
        min-height: 100svh;
        background: var(--bg);
        color: var(--text);
        font-family: -apple-system, BlinkMacSystemFont, "SF Pro Display", "SF Pro Text",
                     system-ui, "Segoe UI", Roboto, sans-serif;
        font-size: 18px;
        line-height: 1.55;
        overflow-x: hidden;
        -webkit-font-smoothing: antialiased;
      }

      /* the wordmark, as in the site's nav */
      .logo {
        position: fixed; top: 22px; left: clamp(20px, 5vw, 60px); z-index: 2;
        font-family: "Nasalization Ext", -apple-system, BlinkMacSystemFont, sans-serif;
        font-weight: 700; font-size: 19.5px; letter-spacing: -0.01em; line-height: 1;
        text-transform: uppercase;
      }
      .section-label {
        display: inline-block; margin-bottom: 22px;
        font-family: "Fragment Mono", ui-monospace, "SF Mono", Menlo, monospace;
        font-size: 12px; letter-spacing: 0.01em; text-transform: uppercase;
        color: rgba(255, 255, 255, 0.75);
      }

      /* the end of the hero above it, only while scrolling: its "scroll" cue */
      .hero { display: none; position: relative; height: 62svh; }
      .hero__scroll {
        position: absolute; bottom: 26px; left: clamp(20px, 5vw, 70px);
        display: flex; align-items: center; gap: 12px;
        font-family: "Fragment Mono", ui-monospace, "SF Mono", Menlo, monospace;
        font-size: 11px; letter-spacing: 0.01em; text-transform: uppercase; color: var(--text-dim);
      }
      .hero__scroll-line { width: 60px; height: 1px; background: var(--text-dim); position: relative; overflow: hidden; }
      .hero__scroll-line::after {
        content: ""; position: absolute; inset: 0; width: 40%; background: var(--accent);
        animation: scrollLine 2.2s infinite;
      }
      @keyframes scrollLine { 0% { transform: translateX(-100%); } 100% { transform: translateX(260%); } }

      /* play: the section on its own, centred in the frame */
      .intro {
        min-height: 100svh; display: flex; flex-direction: column; justify-content: center;
        padding: 72px clamp(40px, 11vw, 200px);
      }
      /* on a wide frame, room on the right for the open panel */
      @media (min-width: 900px) { .intro { padding-right: max(11vw, 340px); } }
      /* scroll: the site's own spacing, with room below to scroll it past */
      body.scroll .hero { display: block; }
      body.scroll .intro { min-height: 0; padding-top: clamp(90px, 16vw, 200px); padding-bottom: clamp(90px, 16vw, 200px); }
      body.scroll .tail { height: 60svh; }

      .intro__statement {
        font-size: calc(clamp(28px, 5vw, 64px) * var(--size));
        font-weight: var(--weight);
        line-height: var(--leading);
        letter-spacing: var(--tracking);
      }

      /* ---- the write-on, from styles.css ---- */
      /* ONE thermal gradient spans the whole block (each word renders its own
         slice of it, sized and positioned in JS), and the colours slowly rotate */
      .intro__statement[data-thermal-writeon] {
        animation: woHue var(--hue-seconds) linear infinite;
      }
      body.still .intro__statement[data-thermal-writeon] { animation-play-state: paused; }
      @keyframes woHue { to { filter: hue-rotate(360deg); } }
      .intro__statement[data-thermal-writeon] .wo-word {
        display: inline-block;
        /* the thermal disc's own texture: drifting radial blobs over a warm wash */
        background-image:
          radial-gradient(calc(38% * var(--spread)) calc(60% * var(--spread)) at 22% 30%, var(--green), transparent 60%),
          radial-gradient(calc(40% * var(--spread)) calc(64% * var(--spread)) at 58% 24%, var(--yellow), transparent 60%),
          radial-gradient(calc(44% * var(--spread)) calc(66% * var(--spread)) at 80% 64%, var(--red), transparent 62%),
          radial-gradient(calc(40% * var(--spread)) calc(62% * var(--spread)) at 34% 72%, var(--orange), transparent 62%),
          radial-gradient(calc(36% * var(--spread)) calc(58% * var(--spread)) at 64% 88%, var(--deep-green), transparent 60%),
          linear-gradient(var(--angle), var(--wash-from), var(--wash-to));
        background-repeat: no-repeat;
        -webkit-background-clip: text; background-clip: text;
        -webkit-text-fill-color: transparent; color: transparent;
        opacity: 0.13; will-change: opacity;
      }
    </style>
    <link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/dialkit@2.0.2/dist/vanilla/styles.css" />
    <script src="https://cdn.jsdelivr.net/npm/dialkit@2.0.2/dist/vanilla/browser.global.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/gsap@3.12.5/dist/gsap.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/gsap@3.12.5/dist/ScrollTrigger.min.js"></script>
  </head>
  <body>
    <span class="logo" aria-label="Clicker">Clicker</span>

    <div class="hero" aria-hidden="true">
      <div class="hero__scroll"><span>scroll</span><span class="hero__scroll-line"></span></div>
    </div>

    <section class="intro">
      <p class="section-label">[ The idea ]</p>
      <h2 class="intro__statement" data-thermal-writeon>
        One pocket-sized surface that moves your cursor, scrolls with real momentum, types your words, and drives every screen in the room — Mac, Apple&nbsp;TV, Fire&nbsp;TV, Google&nbsp;TV.
      </h2>
    </section>
    <div class="tail" aria-hidden="true"></div>

    <script>
      const root = document.documentElement;
      // the page as written, before the panel adds itself: what "Copy component" copies
      const source = root.cloneNode(true);
      const el = document.querySelector("[data-thermal-writeon]");
      const reduced = matchMedia("(prefers-reduced-motion: reduce)").matches;

      // Every setting the effect has. Values are the site's.
      const defaults = {
        Writing: {
          drive: { type: "select", options: ["play", "scroll"] },
          seconds: [4.5, 1, 20, 0.5],   // play: how long the whole line takes to write itself
          stagger: [0.6, 0, 2, 0.05],   // each word starts this far behind the last (one word's fade = 1)
          unlit: [0.13, 0, 1, 0.01],    // a word's opacity before it's written
          scrub: [0.5, 0, 3, 0.1],      // scroll: seconds the tween takes to catch up with the scrollbar
        },
        Ink: {
          rotate: true,                 // turn the hue: the thermal colours walk round the wheel
          hueSeconds: [8, 1, 30, 0.5],  // one full turn
          spread: [1, 0.4, 2, 0.05],    // the size of the five heat blobs
          angle: [108, 0, 360, 1],      // the direction of the warm wash under them
          green: "hsl(140 70% 55%)",
          yellow: "hsl(48 95% 57%)",
          red: "hsl(8 90% 54%)",
          orange: "hsl(28 95% 55%)",
          deepGreen: "hsl(140 55% 50%)",
          washFrom: "hsl(60 85% 55%)",
          washTo: "hsl(20 95% 54%)",
        },
        Type: {
          size: [1, 0.5, 2, 0.05],      // × the site's clamp(28px, 5vw, 64px)
          weight: [500, 100, 900, 100],
          leading: [1.04, 0.8, 1.6, 0.01],
          tracking: [-0.015, -0.08, 0.06, 0.005], // em
        },
      };
      // flat values (what the page reads), from the config above or a copied file
      const flatten = (cfg) => Object.fromEntries(Object.entries(cfg).map(([k, v]) => [
        k,
        Array.isArray(v) ? v[0] : v && v.type === "select" ? v.options[0] : v && typeof v === "object" ? flatten(v) : v,
      ]));
      function merge(a, b) {
        const out = { ...a };
        for (const k in b) out[k] = a[k] && typeof a[k] === "object" && !Array.isArray(a[k]) ? merge(a[k], b[k]) : b[k];
        return out;
      }
      let S = flatten(defaults);
      const embedded = root.dataset.rainbowSettings ? JSON.parse(root.dataset.rainbowSettings) : null;
      if (embedded) S = merge(S, embedded);

      // ---- split the statement into words (app.js, as is) ----
      const raw = el.textContent.replace(/[ \t\n\r]+/g, " ").trim();   // collapse indentation, keep nbsp
      el.textContent = "";
      const spans = [];
      raw.split(/( +)/).forEach((tok) => {             // keep normal spaces; nbsp keeps "Apple TV" one word
        if (tok === "") return;
        if (/^ +$/.test(tok)) { el.appendChild(document.createTextNode(tok)); return; }
        const s = document.createElement("span");
        s.className = "wo-word";
        s.textContent = tok;
        el.appendChild(s);
        spans.push(s);
      });

      // Slice ONE block-wide gradient across the words: each word's background
      // is the size of the whole block, shifted back by the word's own offset.
      function layoutSlices() {
        const br = el.getBoundingClientRect();
        spans.forEach((s) => {
          const r = s.getBoundingClientRect();
          s.style.backgroundSize = br.width + "px " + br.height + "px";
          s.style.backgroundPosition = (-(r.left - br.left)) + "px " + (-(r.top - br.top)) + "px";
        });
      }
      layoutSlices();
      document.fonts.ready.then(layoutSlices);   // the site re-runs it once the webfont has settled
      addEventListener("resize", () => { layoutSlices(); window.ScrollTrigger?.refresh(); });

      // ---- the write-on: the site's tween, driven by the scroll or by a clock ----
      let tween = null, player = null;
      let state = "waiting";            // play: waiting to be seen → playing → done
      let built = "";
      function build() {
        const W = S.Writing;
        const scroll = W.drive === "scroll";
        const keep = tween ? tween.progress() : 0;
        player?.kill();
        player = null;
        if (tween) { tween.scrollTrigger?.kill(); tween.kill(); }
        document.body.classList.toggle("scroll", scroll);
        gsap.set(spans, { opacity: W.unlit });
        // app.js: each word fades up over 1, starting `stagger` after the one before
        tween = gsap.to(spans, {
          opacity: 1, ease: "none", duration: 1, stagger: W.stagger,
          ...(scroll
            ? { scrollTrigger: { trigger: el, start: "top 82%", end: "bottom 55%", scrub: W.scrub || true } }
            : { paused: true }),
        });
        layoutSlices();
        if (scroll) return;
        if (state === "playing") play(keep);
        else tween.progress(state === "done" ? 1 : 0);
      }
      function play(from = 0) {
        player?.kill();
        tween.progress(from);
        if (reduced) { tween.progress(1); state = "done"; return; }
        state = "playing";
        player = gsap.to(tween, {
          progress: 1, ease: "none", duration: Math.max(0.05, S.Writing.seconds * (1 - from)),
          onComplete: () => { state = "done"; },
        });
      }
      function replay() {
        if (S.Writing.drive === "scroll") { scrollTo(0, 0); ScrollTrigger.refresh(); }
        else play(0);
      }
      // play starts when the line comes into view
      new IntersectionObserver(([e]) => {
        if (e.isIntersecting && state === "waiting" && S.Writing.drive === "play" && tween) play(0);
      }, { threshold: 0.35 }).observe(el);

      // ---- settings → the page ----
      function apply() {
        const I = S.Ink, T = S.Type;
        const set = (k, v) => root.style.setProperty(k, v);
        set("--green", I.green); set("--yellow", I.yellow); set("--red", I.red);
        set("--orange", I.orange); set("--deep-green", I.deepGreen);
        set("--wash-from", I.washFrom); set("--wash-to", I.washTo);
        set("--angle", I.angle + "deg"); set("--spread", I.spread);
        set("--hue-seconds", I.hueSeconds + "s");
        document.body.classList.toggle("still", !I.rotate || reduced);
        set("--size", T.size); set("--weight", T.weight);
        set("--leading", T.leading); set("--tracking", T.tracking + "em");
        if (!window.gsap) { spans.forEach((s) => (s.style.opacity = 1)); return; }
        // rebuild the tween only when what it's made of changed
        const W = S.Writing;
        const key = [W.drive, W.stagger, W.unlit, W.scrub].join();
        if (key !== built) {
          const modeChanged = built && built.split(",")[0] !== W.drive;
          built = key;
          if (modeChanged) scrollTo(0, 0);
          build();
          if (modeChanged && W.drive === "play") play(0);   // back from scrolling: write it again
        } else if (state === "playing" && W.drive === "play") {
          play(tween.progress());       // a new length: carry on from here
        }
        requestAnimationFrame(() => { layoutSlices(); if (W.drive === "scroll") ScrollTrigger.refresh(); });
      }
      if (window.gsap) gsap.registerPlugin(ScrollTrigger);

      // ---- the tuning panel ----
      async function copyComponent() {
        const clone = source.cloneNode(true);
        clone.dataset.rainbowSettings = JSON.stringify(S);
        await navigator.clipboard.writeText("<!doctype html>\n" + clone.outerHTML);
      }
      if (window.DialKit) {
        // open on a wide frame; on a phone it would cover the demo, so it starts closed there
        DialKit.createDialRoot({ position: "bottom-right", theme: "dark", defaultOpen: innerWidth >= 640 });
        const withValues = (cfg, vals) => Object.fromEntries(Object.entries(cfg).map(([k, v]) => {
          if (Array.isArray(v)) return [k, [vals[k], ...v.slice(1)]];
          if (v && v.type === "select") return [k, { ...v, default: vals[k] }];
          if (v && typeof v === "object") return [k, withValues(v, vals[k])];
          return [k, vals[k]];
        }));
        const kit = DialKit.createDialKit("Rainbow text", {
          ...withValues(defaults, S),
          replay: { type: "action" },
          "Copy component": { type: "action" },
        }, {
          id: "clicker-rainbow",
          persist: !embedded,
          onAction: (path) => {
            if (path === "replay") replay();
            if (path === "Copy component") copyComponent();
          },
        });
        kit.subscribe((values) => { S = merge(S, values); apply(); });
      }

      apply();
    </script>
  </body>
</html>
06Call orb

A heat orb that swells with each syllable and warms from the side of whoever is talking. From Walkie’s call screen, following a scripted call.

Show the code
<!doctype html>
<html lang="en">
  <head>
    <meta charset="utf-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1" />
    <title>Walkie call orb</title>
    <link rel="preload" href="walkie-orb-heat.png" as="image" fetchpriority="high" />
    <style>
      /*
        The call orb: the voice orb on Walkie's call screen (walkie, branch
        feat/walkie-voice: src/overlay/HeatOrb.tsx and CallWindow.css, ported
        from the /calls site's heat-orb.tsx; the call script and its speech
        envelope from src/lib/calls/simulator.ts and speech.ts)

        Paper Shaders' heatmap shader (Apache-2.0, @paper-design/shaders
        0.0.81, the version Walkie ships) runs over a pre-processed disc
        texture (walkie-orb-heat.png, beside this file), so the heat traces a
        round edge: orange glass whose white Fresnel rim is the shader's own
        edge heat, on Walkie's graded colour ramp.

        Whoever has the floor heats it: Walkie from one side, the other party
        from the other, swelling with each syllable through one attack /
        release envelope (25 / 120 ms). The call screen plays no audio, so the
        orb pulses to the words of the line being said, and the caption
        lights those words on the same clock.

        "the call" plays the simulator's script: it rings, Walkie opens, the
        airline answers, Walkie puts them on hold to ask you, you approve the
        fee, and the call ends. "by hand" holds one state at one level.
      */
      @font-face {
        font-family: "Geist";
        src: url("fonts/geist-latin.woff2") format("woff2");
        font-weight: 100 900;
        font-style: normal;
        font-display: swap;
      }
      @font-face {
        font-family: "Fragment Mono";
        src: url("fonts/fragment-mono-latin.woff2") format("woff2");
        font-weight: 400;
        font-style: normal;
        font-display: swap;
      }
      :root {
        --orb: 150px;
        /* the glass body under the shader (.cw-orb-core); follows the ramp's body colour */
        --core-0: #ff7a2e;
        --core-1: #fb4501;
        --core-2: #ea4201;
        --core-3: #da3c01;
        color-scheme: dark;
      }
      * { box-sizing: border-box; }
      html, body { margin: 0; height: 100%; }
      /* the call screen's ground (.sim-callscreen, .cw-card): warm dark, the
         orb's light pooled in it */
      body {
        overflow: hidden;
        color: #fff;
        background-color: #121110;
        background:
          radial-gradient(120% 62% at 50% 30%, rgba(251, 69, 1, 0.28) 0%, rgba(251, 69, 1, 0) 60%),
          linear-gradient(180deg, #2b1a12 0%, #191411 55%, #121110 100%);
        font-family: "Geist", -apple-system, sans-serif;
        -webkit-font-smoothing: antialiased;
        user-select: none;
        -webkit-user-select: none;
      }

      /* ---- the call screen (call-simulator.css .sim-cs) ---- */
      .cs {
        position: fixed; inset: 0;
        /* a phone screen's height at most, centred, so the caption stays near the orb */
        max-height: 640px; margin: auto;
        display: flex; flex-direction: column; align-items: center;
        padding: 26px 18px 34px;
      }
      .cs__pill {
        padding: 5px 12px; border-radius: 999px;
        background: rgba(255, 255, 255, 0.1);
        -webkit-backdrop-filter: blur(12px); backdrop-filter: blur(12px);
        font-size: 11px; color: rgba(255, 255, 255, 0.78);
      }
      .cs__who {
        display: flex; flex-direction: column; align-items: center;
        margin-top: clamp(24px, 8svh, 72px); text-align: center;
      }
      .cs__name { margin: 26px 0 0; font-size: 24px; font-weight: 400; letter-spacing: -0.02em; }
      .cs__sub {
        display: inline-flex; align-items: center; gap: 6px; margin: 6px 0 0;
        font-size: 13px; line-height: 1.35; font-variant-numeric: tabular-nums;
        color: rgba(255, 255, 255, 0.62);
      }
      .cs__sub[data-live] { color: rgba(255, 255, 255, 0.8); }
      /* signal strength, as call screens show it next to the timer */
      .bars { display: inline-flex; align-items: flex-end; gap: 2px; height: 10px; }
      .bars i { width: 3px; border-radius: 1px; background: #fff; }
      .bars i:nth-child(1) { height: 3px; }
      .bars i:nth-child(2) { height: 5px; }
      .bars i:nth-child(3) { height: 7px; }
      .bars i:nth-child(4) { height: 10px; opacity: 0.35; }
      /* what's being said: plain subtitles, no box */
      .cs__caption {
        display: flex; width: 100%; min-height: 64px; margin: auto 0 0;
        align-items: flex-end; justify-content: center;
      }
      .cs__bubble {
        margin: 0; max-width: 30ch; padding: 0 6px;
        font-size: 13px; line-height: 1.45; text-align: center;
        color: rgba(255, 255, 255, 0.86);
        animation: cs-in 0.4s cubic-bezier(0.16, 1, 0.3, 1) both;
      }
      .cs__bubble > span:not(.words) {
        display: block; margin-bottom: 2px;
        font-family: "Fragment Mono", ui-monospace, monospace;
        font-size: 9px; letter-spacing: 0.05em; text-transform: uppercase;
        color: rgba(255, 255, 255, 0.55);
      }
      .cs__bubble > span[data-who="walkie"] { color: #fe8d5e; }
      .cs__bubble--note { color: #ffd1b8; }
      /* words not said yet wait dimmed; each lights as the orb says it */
      .words > span { transition: opacity 0.12s ease-out; }
      .words > [data-pending] { opacity: 0.38; }
      @keyframes cs-in { from { opacity: 0; transform: translateY(6px); } }

      /* ---- the orb (CallWindow.css), values as Walkie's ----
         The orb's box is its footprint / 0.49: the glow spills past the
         footprint without taking layout space. */
      .cw-orb { position: relative; display: inline-block; flex: none; pointer-events: none; width: var(--orb); height: var(--orb); }
      .cw-orb__box {
        position: absolute;
        width: calc(var(--orb) / 0.49); height: calc(var(--orb) / 0.49);
        left: calc((var(--orb) - var(--orb) / 0.49) / 2); top: calc((var(--orb) - var(--orb) / 0.49) / 2);
      }
      /* hidden until the shader's first live frame, then faded in: the orb
         appears already moving, never as a blank disc */
      .cw-orb-body { position: absolute; inset: 0; transition: opacity 0.6s ease-out; }
      .cw-orb-body[data-ready="false"] { opacity: 0; }
      .cw-orb-shader { position: absolute; inset: 0; isolation: isolate; }
      .cw-orb-shader canvas { position: absolute; inset: 0; z-index: -1; display: block; width: 100%; height: 100%; }
      .cw-orb-core, .cw-orb-still {
        position: absolute; top: 50%; left: 50%; z-index: 0;
        /* the shader's disc: image disc r 34/50 × scale 0.72 ≈ 49% of the box */
        height: 49%; aspect-ratio: 1; translate: -50% -50%; border-radius: 999px;
      }
      /* the body under the shader, a hair smaller than the disc so the
         shader's rim covers its edge: glass in the button orange, lit a touch low */
      .cw-orb-core {
        height: 48%;
        background: radial-gradient(circle at 50% 58%, var(--core-0) 0%, var(--core-1) 45%, var(--core-2) 75%, var(--core-3) 100%);
      }
      /* the voice's wide glow: twice the disc, a long gradual fade. Invisible
         at rest; the frame loop sets its opacity and scale from the voice */
      .cw-orb-halo {
        position: absolute; top: 50%; left: 50%; z-index: 0;
        height: 98%; aspect-ratio: 1; translate: -50% -50%; border-radius: 50%;
        background: radial-gradient(closest-side,
          rgba(251, 69, 1, 0.34) 0%, rgba(251, 69, 1, 0.34) 48%, rgba(255, 98, 26, 0.26) 58%,
          rgba(255, 122, 46, 0.17) 67%, rgba(255, 140, 70, 0.1) 76%, rgba(255, 154, 92, 0.05) 85%,
          rgba(255, 154, 92, 0.015) 93%, rgba(255, 154, 92, 0) 100%);
        opacity: 0; pointer-events: none; will-change: opacity, scale;
      }
      /* a still amber-glass orb: there from the first frame while the shader
         loads (so the card is never empty), and in its place without WebGL2 */
      .cw-orb-still {
        background: radial-gradient(circle at 50% 58%, #ffc46b 0%, #ffa63a 32%, #ff8a1f 58%, #f26a0c 82%, #e85d04 100%);
        box-shadow: inset 0 0 0 4px rgba(255, 244, 228, 0.5);
      }
      .cw-orb-still[hidden] { display: none; }
    </style>
    <!-- served from the site (vendor/README.md); the panel's script loads after the orb (below) -->
    <link rel="stylesheet" href="vendor/dialkit/styles.css" />
  </head>
  <body>
    <main class="cs">
      <span class="cs__pill">Walkie · AI calling for Sam</span>
      <div class="cs__who">
        <span class="cw-orb" aria-hidden="true">
          <span class="cw-orb__box">
            <span class="cw-orb-still"></span>
            <span class="cw-orb-body" data-ready="false">
              <span class="cw-orb-halo"></span>
              <span class="cw-orb-core"></span>
              <span class="cw-orb-shader"></span>
            </span>
          </span>
        </span>
        <p class="cs__name">Airline</p>
        <p class="cs__sub" data-sub></p>
      </div>
      <div class="cs__caption"><p class="cs__bubble" data-caption></p></div>
    </main>

    <script type="module">
      const root = document.documentElement;
      // the page as written, before the panel adds itself: what "Copy component" copies
      const source = root.cloneNode(true);
      const reduce = matchMedia("(prefers-reduced-motion: reduce)");
      const orbEl = document.querySelector(".cw-orb");
      const orbBody = document.querySelector(".cw-orb-body");
      const halo = document.querySelector(".cw-orb-halo");
      const shaderHost = document.querySelector(".cw-orb-shader");
      const stillOrb = document.querySelector(".cw-orb-still");
      const subEl = document.querySelector("[data-sub]");
      let captionEl = document.querySelector("[data-caption]");

      const PAPER = "./vendor/paper/"; // Paper Shaders 0.0.81, from the site, not a CDN (a phone waited on it with no orb)
      const TEXTURE = "walkie-orb-heat.png";
      /** Disc ≈ 49% of the box. */
      const SCALE = 0.72;

      // ---- the settings. Values are Walkie's. ----
      const STATES = ["Walkie speaking", "Airline speaking", "ringing", "waiting on you", "idle", "done"];
      const defaults = {
        Call: {
          drive: { type: "select", options: ["the call", "by hand"] },
          pace: [60, 30, 120, 1],          // ms a character takes to say (MS_PER_CHAR)
        },
        byHand: {
          state: { type: "select", options: STATES },
          level: [1, 0, 1, 0.01],          // how loud the voice is
          syllables: true,                 // say a line, word by word; off, a steady level
        },
        Voice: {
          gain: [0.55, 0, 1.5, 0.05],      // voiceGain: the call screen's 0.55; the site's big orb uses 1
          attack: [25, 1, 200, 1],         // ms to jump into a syllable (ATTACK)
          release: [120, 10, 800, 5],      // ms to let go between them (RELEASE)
          swell: [0.07, 0, 0.3, 0.005],    // the orb grows by this at full voice
          halo: [0.3, 0, 1, 0.01],         // how far the wide glow fans out (HALO_SPREAD)
          inner: [0.4, 0, 1, 0.01],        // inner glow added at full voice
          outer: [0.3, 0, 1, 0.01],        // outer glow added at full voice
          contour: [0.22, 0, 1, 0.01],     // edge heat (the white rim) added at full voice
        },
        Heat: {
          size: [150, 40, 320, 1],         // px: the orb's footprint (the phone's call screen: 120)
          speed: [1, 0, 3, 0.05],          // × each state's own heat sweep
          spin: [1, 0, 4, 0.05],           // × how fast the heat's direction turns
        },
        Ramp: {
          // cold → hot. The cold end paints the outer glow, light only, fading
          // to nothing; the body sits mid-ramp in the button orange; the edge
          // runs hottest, so it ends in warm white
          fade: "#ff9a5c00", haze: "#ff9a5c59", ember: "#ff7a2e", deep: "#ec4301", body: "#fb4501",
          bright: "#ff6a22", light: "#ff9a56", peach: "#ffcba4", white: "#fff2e8",
        },
      };
      const flatten = (cfg) => Object.fromEntries(Object.entries(cfg).map(([k, v]) => [
        k,
        Array.isArray(v) ? v[0] : v && v.type === "select" ? v.options[0] : v && typeof v === "object" ? flatten(v) : v,
      ]));
      function merge(a, b) {
        const out = { ...a };
        for (const k in b) out[k] = a[k] && typeof a[k] === "object" && !Array.isArray(a[k]) ? merge(a[k], b[k]) : b[k];
        return out;
      }
      let S = flatten(defaults);
      const embedded = root.dataset.orbSettings ? JSON.parse(root.dataset.orbSettings) : null;
      if (embedded) S = merge(S, embedded);

      // ---- the orb's states and motion (HeatOrb.tsx, as is) ----
      const ORB_IDLE = { ring: 0, walkie: 0, them: 0, wait: 0, done: 0 };
      const ORB = {
        idle: ORB_IDLE,
        ring: { ...ORB_IDLE, ring: 1 },
        walkie: { ...ORB_IDLE, walkie: 1 },
        them: { ...ORB_IDLE, them: 1 },
        wait: { ...ORB_IDLE, wait: 1 },
        done: { ...ORB_IDLE, done: 1 },
      };

      /** Phone ring cadence, 0–1: two short bursts, then a pause (3 s cycle). */
      function ringCadence(t) {
        const c = t % 3;
        const burst = (start) => Math.sin(Math.PI * Math.min(1, Math.max(0, (c - start) / 0.4)));
        return Math.max(burst(0), burst(0.6));
      }

      /** Each state's motion: the shader's clock rate, how fast the heat's
       *  direction turns (deg/s), its inner and outer glow, its contour (the
       *  Fresnel rim), its grain, and the side the speaker heats it from. */
      function motionFor(m, t, still) {
        const osc = (f, phase = 0) => (still ? 0 : Math.sin(t * f + phase));
        if (m.walkie || m.them) {
          const them = m.them > m.walkie;
          return { speed: 0.95, spin: 12, inner: them ? 0.42 : 0.47, outer: 0.18, contour: them ? 0.93 : 1.03, noise: 0.25, turn: them ? 180 : 0 };
        }
        if (m.ring) {
          const p = still ? 0.5 : ringCadence(t);
          return { speed: 0.8 + 1.2 * p, spin: 6, inner: 0.42 + 0.3 * p, outer: 0.15 + 0.25 * p, contour: 0.98 + 0.22 * p, noise: 0.3 };
        }
        if (m.wait) {
          // your turn: a slower, deeper breath and a quicker turn — asking
          const b = 0.5 + 0.5 * osc(2.2);
          return { speed: 0.7, spin: 22, inner: 0.45 + 0.2 * b, outer: 0.16 + 0.2 * b, contour: 1.03 + 0.18 * b, noise: 0.3 };
        }
        if (m.done) {
          // settled, still warm: a slow simmer
          return { speed: 0.6, spin: 5, inner: 0.42 + 0.05 * osc(0.5), outer: 0.12, contour: 0.98 + 0.05 * osc(0.33, 1), noise: 0.35 };
        }
        // at rest the Fresnel leads, breathing out of step with the body's heat
        return { speed: 0.9, spin: 9, inner: 0.48 + 0.08 * osc(0.7), outer: 0.18 + 0.04 * osc(0.7), contour: 1.08 + 0.1 * osc(0.45, 1.3), noise: 0.3 };
      }
      const MOUNT = motionFor(ORB_IDLE, 0, true);

      // ---- the voice: how loud a line is as it's said (speech.ts, as is) ----
      /** Spread a line's words over `durationMs`, by length, with gaps between
       *  words and longer ones at punctuation. */
      function speechTimeline(text, durationMs) {
        const raw = text.split(/\s+/).filter(Boolean);
        const weights = raw.map((w) => Math.max(2, w.replace(/[^\p{L}\p{N}$]/gu, "").length));
        const gaps = raw.map((w) => (/[.?!]$/.test(w) ? 5 : /[,;:]$/.test(w) ? 3 : 0.9));
        const total = weights.reduce((a, b) => a + b, 0) + gaps.slice(0, -1).reduce((a, b) => a + b, 0);
        const unit = durationMs / Math.max(1, total);
        let at = 0;
        return raw.map((w, i) => {
          const start = at;
          const end = start + weights[i] * unit;
          at = end + gaps[i] * unit;
          const syllables = Math.max(1, (w.toLowerCase().match(/[aeiouyáéíóúàèìòùâêîôûäëïöüãõ]+/g) ?? []).length);
          return { text: w, start, end, syllables };
        });
      }
      /** Loudness 0–1 at `ms` into the line. Speech, not a strobe: inside a
       *  phrase the voice never drops to silence — each syllable swells from a
       *  floor and back — and it only goes quiet at punctuation. */
      function speechLevel(words, ms) {
        const i = words.findIndex((x) => ms < x.end);
        if (i < 0) return 0;
        const w = words[i];
        const FLOOR = 0.22;
        if (ms < w.start) {
          const prev = words[i - 1];
          return !prev || /[.?!,;:]$/.test(prev.text) ? 0.04 : FLOOR;
        }
        const k = ((ms - w.start) / (w.end - w.start)) * w.syllables;
        const syl = Math.min(w.syllables - 1, Math.floor(k));
        const frac = k - syl;
        const seed = Math.sin((w.start + 1) * 12.9898 + syl * 78.233) * 43758.5453;
        const height = 0.55 + 0.3 * (seed - Math.floor(seed));
        return FLOOR + (height - FLOOR) * Math.pow(Math.sin(Math.PI * frac), 1.3);
      }

      // ---- the call: the simulator's script and beats (simulator.ts) ----
      const BEAT = { dial: 700, connect: 2600, firstLine: 700, gap: 900, snag: 1200, answered: 1100, end: 1600 };
      const OPENING = [
        { who: "walkie", text: "Hi, this is Walkie, an AI assistant calling on behalf of Sam. This call is transcribed." },
        { who: "walkie", text: "I'm calling about booking QX4R7T. Can it become a travel credit?" },
        { who: "them", text: "Yes, with a $50 change fee." },
        { who: "walkie", text: "One moment while I check with Sam." },
      ];
      const SNAG_QUESTION = "They want a $50 change fee.";
      const APPROVE = [
        { who: "walkie", text: "Sam approves the fee. Please go ahead." },
        { who: "them", text: "Done. The credit is on QX4R7T, less the $50 fee." },
      ];
      const WHO_LABEL = { walkie: "Walkie (AI)", them: "Airline", you: "You" };
      // the demo answers the snag for you, after this long on hold, and rests on the result
      const HOLD_MS = 3400, RESULT_MS = 4200;

      function buildCall(msPerChar) {
        const lines = [];
        const ringAt = BEAT.dial;                 // approved → dialing
        const connectAt = ringAt + BEAT.connect;  // dialing → in progress: it rang
        let t = connectAt + BEAT.firstLine;
        const say = ({ who, text }) => {
          const dur = text.length * msPerChar;
          lines.push({ who, text, at: t, dur, words: speechTimeline(text, dur) });
          t += dur + BEAT.gap;
        };
        OPENING.forEach(say);
        const snagAt = t - BEAT.gap + BEAT.snag;  // "one moment…" ends → Walkie asks you
        const answerAt = snagAt + HOLD_MS;
        t = answerAt + BEAT.answered;
        APPROVE.forEach(say);
        const endAt = t - BEAT.gap + BEAT.end;
        return { lines, ringAt, connectAt, snagAt, answerAt, endAt, total: endAt + RESULT_MS };
      }
      let CALL = buildCall(S.Call.pace);

      const clock = (ms) => {
        const s = Math.max(0, Math.floor(ms / 1000));
        return `${Math.floor(s / 60)}:${String(s % 60).padStart(2, "0")}`;
      };

      /** What the screen shows at `ms` into the call: the orb's state, the
       *  voice's loudness (null when nobody is speaking), the status line and
       *  the caption. */
      function callView(ms) {
        const c = CALL;
        const line = c.lines.findLast((l) => ms >= l.at) ?? null;
        const speaking = line && ms < line.at + line.dur ? line : null;
        const level = speaking ? speechLevel(speaking.words, ms - speaking.at) : null;
        if (ms < c.ringAt) return { orb: ORB.idle, level, sub: "Starting the call…", caption: { label: "Ringing…" } };
        if (ms < c.connectAt) return { orb: ORB.ring, level, sub: "Ringing…", caption: { label: "Ringing…" } };
        if (ms >= c.endAt) {
          return {
            orb: ORB.done, level: null, sub: `Call ended · ${clock(c.endAt - c.connectAt)}`,
            caption: { label: "Credit issued", text: "Credit issued on QX4R7T, less the $50 fee you approved." },
          };
        }
        const live = { clock: clock(ms - c.connectAt) };
        if (ms >= c.snagAt && ms < c.answerAt) {
          return { orb: ORB.wait, level: null, sub: "On hold · Walkie needs you", caption: { label: "Walkie needs you · on hold", who: "walkie", text: SNAG_QUESTION } };
        }
        if (ms >= c.answerAt && (!line || line.at < c.answerAt)) {
          return { orb: ORB.idle, level: null, sub: live, caption: { note: "You told Walkie: Approve the $50 fee" } };
        }
        const orb = speaking?.who === "walkie" ? ORB.walkie : speaking?.who === "them" ? ORB.them : ORB.idle;
        return { orb, level, sub: live, caption: line ? { line, ms: ms - line.at } : { label: "Connected" } };
      }

      // by hand: one state held; a speaking state says its line on a loop
      const HAND_LINES = {
        walkie: { who: "walkie", text: OPENING[1].text },
        them: { who: "them", text: APPROVE[1].text },
      };
      let handLine = null;
      function handView(ms) {
        const H = S.byHand;
        const pick = { "Walkie speaking": "walkie", "Airline speaking": "them", ringing: "ring", "waiting on you": "wait", idle: "idle", done: "done" }[H.state] ?? "idle";
        const orb = ORB[pick];
        if (pick === "walkie" || pick === "them") {
          const src = HAND_LINES[pick];
          const dur = src.text.length * S.Call.pace;
          // laid out once per line and pace, not 60 times a second
          if (handLine?.text !== src.text || handLine.dur !== dur) {
            handLine = { ...src, at: 0, dur, words: speechTimeline(src.text, dur) };
          }
          const line = handLine;
          const at = ms % (dur + BEAT.gap * 2);
          const level = !H.syllables ? H.level : at < dur ? speechLevel(line.words, at) * H.level : null;
          return { orb, level, sub: { clock: clock(ms) }, caption: { line, ms: at } };
        }
        if (pick === "ring") return { orb, level: null, sub: "Ringing…", caption: { label: "Ringing…" } };
        if (pick === "wait") return { orb, level: null, sub: "On hold · Walkie needs you", caption: { label: "Walkie needs you · on hold", who: "walkie", text: SNAG_QUESTION } };
        if (pick === "done") return { orb, level: null, sub: "Call ended", caption: { label: "Call ended" } };
        return { orb, level: null, sub: { clock: clock(ms) }, caption: { label: "Connected" } };
      }

      // ---- the status line and the caption, redrawn only when they change ----
      let subKey = "", capKey = "", capWords = [];
      function drawSub(sub) {
        const key = typeof sub === "string" ? sub : "live:" + sub.clock;
        if (key === subKey) return;
        subKey = key;
        subEl.replaceChildren();
        if (typeof sub === "string") { subEl.removeAttribute("data-live"); subEl.textContent = sub; return; }
        subEl.setAttribute("data-live", "");
        const bars = document.createElement("span");
        bars.className = "bars";
        bars.append(...Array.from({ length: 4 }, () => document.createElement("i")));
        subEl.append(bars, sub.clock);
      }
      function drawCaption(cap) {
        const key = cap.line ? "line:" + cap.line.who + cap.line.text : JSON.stringify(cap);
        if (key !== capKey) {
          capKey = key;
          capWords = [];
          // a fresh element, so each new caption rises in
          const p = document.createElement("p");
          p.className = "cs__bubble" + (cap.note ? " cs__bubble--note" : "");
          p.setAttribute("data-caption", "");
          if (cap.note) p.textContent = cap.note;
          if (cap.label || cap.line) {
            const who = document.createElement("span");
            const w = cap.line ? cap.line.who : cap.who;
            if (w) who.dataset.who = w;
            who.textContent = cap.line ? WHO_LABEL[cap.line.who] : cap.label;
            p.append(who);
          }
          if (cap.text) p.append(cap.text);
          if (cap.line) {
            const words = document.createElement("span");
            words.className = "words";
            cap.line.words.forEach((w, i) => {
              const s = document.createElement("span");
              s.textContent = (i > 0 ? " " : "") + w.text;
              words.append(s);
              capWords.push([s, w]);
            });
            p.append(words);
          }
          captionEl.replaceWith(p);
          captionEl = p;
        }
        if (cap.line) for (const [s, w] of capWords) s.toggleAttribute("data-pending", cap.ms < w.start);
      }

      // ---- the shader ----
      let mount = null;
      let paperColor = null;
      // any CSS colour DialKit hands back (hex, rgb, hsl, oklch, p3) → 0..1 RGBA
      const swatch = document.createElement("canvas").getContext("2d", { willReadFrequently: true });
      function shaderColor(css) {
        if (paperColor && /^#/.test(css)) return paperColor(css);
        swatch.clearRect(0, 0, 1, 1);
        swatch.fillStyle = "#000";
        swatch.fillStyle = css;
        swatch.fillRect(0, 0, 1, 1);
        const [r, g, b, a] = swatch.getImageData(0, 0, 1, 1).data;
        return [r / 255, g / 255, b / 255, a / 255];
      }
      const ramp = () => Object.values(S.Ramp);

      /** Probed once, its context released at once. */
      function hasWebGL2() {
        try {
          const gl = document.createElement("canvas").getContext("webgl2");
          gl?.getExtension("WEBGL_lose_context")?.loseContext();
          return !!gl;
        } catch {
          return false;
        }
      }

      async function createShader() {
        if (!hasWebGL2()) { stillOrb.hidden = false; orbBody.hidden = true; return; }
        try {
          const [{ ShaderMount }, { heatmapFragmentShader }, { getShaderColorFromString }, { ShaderFitOptions }] =
            await Promise.all([
              import(PAPER + "shader-mount.js"),
              import(PAPER + "shaders/heatmap.js"),
              import(PAPER + "get-shader-color-from-string.js"),
              import(PAPER + "shader-sizing.js"),
            ]);
          paperColor = getShaderColorFromString;
          // Walkie's one fix for WebKit: clamp the grain so a hot channel never
          // comes out above its own alpha (green specks in WKWebView)
          const FRAGMENT = heatmapFragmentShader.replace(
            "fragColor = vec4(color, opacity);",
            "fragColor = vec4(clamp(color, 0., opacity), opacity);",
          );
          const img = new Image();
          img.src = TEXTURE;
          await img.decode();
          mount = new ShaderMount(
            shaderHost,
            FRAGMENT,
            {
              u_image: img,
              u_contour: MOUNT.contour,
              u_angle: 0,
              u_noise: MOUNT.noise,
              u_innerGlow: MOUNT.inner,
              u_outerGlow: MOUNT.outer,
              u_colorBack: getShaderColorFromString("#00000000"),
              u_colors: ramp().map(shaderColor),
              u_colorsCount: ramp().length,
              u_fit: ShaderFitOptions.contain,
              u_scale: SCALE,
              u_rotation: 0,
              u_offsetX: 0,
              u_offsetY: 0,
              u_originX: 0.5,
              u_originY: 0.5,
              u_worldWidth: 0,
              u_worldHeight: 0,
            },
            undefined,
            MOUNT.speed,
            0,
            undefined,
            undefined,
            ["u_image"],
          );
          lastRamp = "";
          apply();
          // iOS takes a page's GPU back when it's short (after a trip to
          // another app, say): the still orb stands in, and when the context
          // comes back the shader is built again, rather than a flat disc
          const canvas = shaderHost.querySelector("canvas");
          canvas?.addEventListener("webglcontextlost", (e) => { e.preventDefault(); stillOrb.hidden = false; }, { once: true });
          canvas?.addEventListener("webglcontextrestored", () => {
            try { mount?.dispose(); } catch {}
            mount = null;
            canvas.remove();
            orbBody.dataset.ready = "false";
            createShader();
          }, { once: true });
        } catch (e) {
          // the still orb stands in
          console.warn("[orb] shader failed:", e);
          stillOrb.hidden = false;
          orbBody.hidden = true;
        }
      }

      // ---- the frame loop (HeatOrb.tsx's Orb.frame) ----
      const live = { ...MOUNT, turn: 0 };
      const written = { scale: "", opacity: "", spread: "" };
      const write = (el, key, prop, value) => {
        if (written[key] === value) return;
        written[key] = value;
        el.style[prop] = value;
      };
      let angle = 0, env = 0, last = 0, raf = 0;
      let callMs = 0, handMs = 0;   // the call's clock: it runs only while the orb is seen
      let onScreen = true;

      function frame(now) {
        if (!onScreen || document.hidden) { raf = 0; last = 0; return; }
        raf = requestAnimationFrame(frame);
        const still = reduce.matches;
        const t = now / 1000;
        const dt = last ? Math.min(0.1, t - last) : 0;
        last = t;
        const byHand = S.Call.drive === "by hand";
        if (byHand) handMs += dt * 1000;
        else callMs = (callMs + dt * 1000) % CALL.total;
        const view = byHand ? handView(handMs) : callView(callMs);
        drawSub(view.sub);
        drawCaption(view.caption);
        if (!mount) return;   // the shader is still loading

        // the voice's loudness through one attack/release envelope: the only
        // smoothing between the sound and the orb
        const raw = view.level;
        const level = raw ?? 0;
        const V = S.Voice;
        if (dt > 0) {
          const tau = (level > env ? V.attack : V.release) / 1000;
          env += (level - env) * (1 - Math.exp(-dt / tau));
        }
        // reduced motion: a steady warmth while a voice is heard, no pulse
        const v = (still ? (raw === null ? 0 : 0.45) : env) * V.gain;
        const goal = motionFor(view.orb, t, still);
        // first live frame: reveal the orb (CSS fades it in), already moving
        if (orbBody.dataset.ready === "false") ((orbBody.dataset.ready = "true"), setTimeout(() => (stillOrb.hidden = true), 650)); // once the live one has faded in over it
        // glide every value toward the state's, so a change of state is never
        // a jump; k is per 60 fps frame, scaled to the real frame time
        const ease = (from, to, k) => from + (to - from) * (1 - Math.pow(1 - k, dt * 60));
        live.speed = ease(live.speed, goal.speed, 0.03);
        live.spin = ease(live.spin, goal.spin, 0.04);
        live.inner = ease(live.inner, goal.inner, 0.06);
        live.outer = ease(live.outer, goal.outer, 0.06);
        live.contour = ease(live.contour, goal.contour, 0.06);
        live.noise = ease(live.noise, goal.noise, 0.05);
        if (goal.turn !== undefined) live.turn = ease(live.turn, goal.turn, 0.04);
        if (!still) angle = (angle + live.spin * S.Heat.spin * dt) % 360;

        // the voice, straight on top: the orb brightens and swells with each syllable
        write(orbBody, "scale", "scale", still ? "" : (1 + V.swell * v).toFixed(3));
        write(halo, "opacity", "opacity", Math.min(1, v).toFixed(2));
        write(halo, "spread", "scale", (1 + V.halo * v).toFixed(3));
        mount.setUniforms({
          u_angle: angle + live.turn,
          u_innerGlow: live.inner + V.inner * v,
          u_outerGlow: live.outer + V.outer * v,
          u_contour: live.contour + V.contour * v,
          u_noise: live.noise,
        });
        mount.setSpeed(still ? 0 : live.speed * S.Heat.speed);
      }
      function wake() {
        if (!raf && onScreen && !document.hidden) { last = 0; raf = requestAnimationFrame(frame); }
      }
      new IntersectionObserver(([e]) => { onScreen = e.isIntersecting; if (onScreen) wake(); }, { rootMargin: "120px" }).observe(orbEl);
      document.addEventListener("visibilitychange", wake);

      // ---- settings → the orb ----
      let lastRamp = "", lastPace = S.Call.pace;
      function apply() {
        root.style.setProperty("--orb", `min(${S.Heat.size}px, 30svh, 46vw)`);
        const R = S.Ramp;
        const key = JSON.stringify(R);
        if (key !== lastRamp) {
          lastRamp = key;
          // the glass body follows the ramp's body colour; at Walkie's own it's Walkie's gradient
          const own = R.ember === defaults.Ramp.ember && R.body === defaults.Ramp.body;
          const set = (k, v) => root.style.setProperty(k, v);
          set("--core-0", own ? "#ff7a2e" : R.ember);
          set("--core-1", own ? "#fb4501" : R.body);
          set("--core-2", own ? "#ea4201" : `color-mix(in srgb, ${R.body} 93%, black)`);
          set("--core-3", own ? "#da3c01" : `color-mix(in srgb, ${R.body} 87%, black)`);
          mount?.setUniforms({ u_colors: ramp().map(shaderColor), u_colorsCount: ramp().length });
        }
        if (S.Call.pace !== lastPace) {
          lastPace = S.Call.pace;
          CALL = buildCall(lastPace);
          callMs %= CALL.total;
        }
        wake();
      }

      // ---- the tuning panel ----
      async function copyComponent() {
        const clone = source.cloneNode(true);
        clone.dataset.orbSettings = JSON.stringify(S);
        // the copy loads its dependencies from the CDN, so it works anywhere
        const html = clone.outerHTML
          .replaceAll("vendor/dialkit/", "https://cdn.jsdelivr.net/npm/dialkit@2.0.2/dist/vanilla/")
          .replace('"./vendor/paper/"', '"https://cdn.jsdelivr.net/npm/@paper-design/shaders@0.0.81/dist/"');
        await navigator.clipboard.writeText("<!doctype html>\n" + html);
      }
      function panel() {
        if (!window.DialKit) return;
        // open on a wide frame; on a phone it would cover the demo, so it starts closed there
        DialKit.createDialRoot({ position: "bottom-right", theme: "dark", defaultOpen: innerWidth >= 640 });
        const withValues = (cfg, vals) => Object.fromEntries(Object.entries(cfg).map(([k, v]) => {
          if (Array.isArray(v)) return [k, [vals[k], ...v.slice(1)]];
          if (v && v.type === "select") return [k, { ...v, default: vals[k] }];
          if (v && typeof v === "object") return [k, withValues(v, vals[k])];
          return [k, vals[k]];
        }));
        const kit = DialKit.createDialKit("Call orb", {
          ...withValues(defaults, S),
          replay: { type: "action" },
          "Copy component": { type: "action" },
        }, {
          id: "walkie-orb",
          // remembered only on its own page: in the playground's frame it starts
          // fresh every time (a setting left from a visit before could hide it)
          persist: !embedded && window.self === window.top,
          onAction: (path) => {
            if (path === "replay") { callMs = 0; handMs = 0; wake(); }
            if (path === "Copy component") copyComponent();
          },
        });
        kit.subscribe((values) => { S = merge(S, values); apply(); });
      }

      apply();
      createShader();
      // the tuning panel after the orb: a quarter of a megabyte the orb doesn't need
      const kitScript = document.createElement("script");
      kitScript.src = "vendor/dialkit/browser.global.js";
      kitScript.onload = panel;
      document.head.append(kitScript);
    </script>
  </body>
</html>

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