Component Lab
Every effect this site has used while I built it: the ones still live, the ones I tried and cut, and (where I still have it) the original reference component each was adapted from. Take whatever's useful.
Click into a card to see the effect full-size, then hit Get code for the real thing: not a paraphrase, the exact file this site runs (or used to).
Foundations
Colors, type, and spacing: the tokens every other component here reads from.
Color tokens
Two fixed palettes, one per side of the site: every component reads --bg/--text/--muted/--accent rather than hardcoding colors, so the same button or hint reads correctly on either theme.
--bg: #ffffff--text: #14171c--muted: #5b6572--accent: #1d4ed8--bg: #0f1419--text: #e8eef7--muted: #9aa8b8--accent: #6ec1ffView code
/* Light theme */
.theme-light {
--bg: #ffffff;
--text: #14171c;
--muted: #5b6572;
--accent: #1d4ed8;
}
/* Dark theme */
.theme-dark {
--bg: #0f1419;
--text: #e8eef7;
--muted: #9aa8b8;
--accent: #6ec1ff;
}
/* Components should read these, never hardcode a color:
background: var(--bg);
color: var(--text);
border-color: var(--accent); */
Typography
Fraunces (display, a variable font) for headings, Inter for body text. Fraunces' loaded weight range was widened to 400–900 specifically so it can genuinely interpolate on hover (see Dynamic Weight below), not just jump between two static cuts.
I write backend systems for a living, and I'm a lot less organized about everything else.
View code
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700&family=Fraunces:ital,opsz,wght@0,9..144,400..900;1,9..144,500&display=swap" rel="stylesheet">
:root {
--font-body: "Inter", system-ui, -apple-system, "Segoe UI", sans-serif;
--font-display: "Fraunces", Georgia, serif;
}
h1, h2, h3 {
font-family: var(--font-display);
line-height: 1.2;
letter-spacing: -0.01em;
}
body {
font-family: var(--font-body);
line-height: 1.65;
}
Spacing & easing
A five-step spacing scale and one shared easing curve, used everywhere instead of one-off values.
0.5rem · 1rem · 1.5rem · 2.5rem · 4rem
View code
:root {
--space-1: 0.5rem;
--space-2: 1rem;
--space-3: 1.5rem;
--space-4: 2.5rem;
--space-5: 4rem;
--radius: 10px;
--radius-lg: 16px;
--ease: cubic-bezier(0.2, 0.6, 0.2, 1);
--speed: 0.18s;
}
Buttons
Three distinct button identities: the same one always leads to the same place, regardless of which page it's on.
Offset Button
Dashed pill that lifts up-left on hover with a hard offset shadow. Body matches its own page (var(--bg)/var(--text)); the shadow is always the same accent blue. That's the button's fixed "professional" signal on either theme.
View code
<a class="offset-btn" href="/wherever">
See the résumé
<svg class="btn-arrow" width="16" height="16" viewBox="0 0 24 24" fill="none" aria-hidden="true">
<path d="M5 12h14M13 6l6 6-6 6" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"/>
</svg>
</a>
<style>
.offset-btn {
--offset-shadow: #1d4ed8;
display: inline-flex;
align-items: center;
gap: clamp(0.4rem, 1vw, 0.6rem);
padding: clamp(0.6rem, 1.2vw + 0.3rem, 0.95rem) clamp(1.1rem, 2.5vw + 0.4rem, 1.85rem);
border-radius: 999px;
border: 2px dashed var(--text);
background: var(--bg);
color: var(--text) !important;
font-weight: 600;
font-size: clamp(0.9rem, 0.6vw + 0.75rem, 1.05rem);
text-decoration: none;
transition:
transform 0.32s cubic-bezier(0.34, 1.56, 0.64, 1),
box-shadow 0.32s cubic-bezier(0.34, 1.56, 0.64, 1);
box-shadow: 0 0 0 rgba(0, 0, 0, 0);
}
.offset-btn .btn-arrow {
transition: transform 0.25s ease;
}
.offset-btn:hover,
.offset-btn:focus-visible {
transform: translate(-8px, -8px);
box-shadow: 8px 8px 0 var(--offset-shadow);
}
.offset-btn:hover .btn-arrow,
.offset-btn:focus-visible .btn-arrow {
transform: translateX(4px);
}
.offset-btn:active {
transform: translate(0, 0);
box-shadow: 0 0 0 rgba(0, 0, 0, 0);
transition-duration: 0.08s;
}
.offset-btn:focus-visible {
outline: 3px solid var(--offset-shadow);
outline-offset: 5px;
}
@media (prefers-reduced-motion: reduce) {
.offset-btn, .offset-btn .btn-arrow { transition-duration: 0.01ms; }
.offset-btn:hover, .offset-btn:focus-visible { transform: none; }
}
</style>
<!-- needs --bg/--text set on an ancestor, e.g.:
:root { --bg: #fff; --text: #14171c; } -->
Keycap Button
A rectangular key with a solid offset "lip" standing in for its side wall: hover only glows, never moves; on :active the lip collapses and the key drops, like an actual keypress. Superseded by the Galaxy Button below, but the mechanic's worth keeping.
View code
<a class="keycap-btn" href="/wherever">The Chaos</a>
<style>
.keycap-btn {
--keycap-fill: #12181f;
--keycap-edge: #080b0f;
--keycap-glow: #6ec1ff;
--keycap-text: #cfe6ff;
--keycap-text-hover: #ffffff;
display: inline-flex;
align-items: center;
gap: 0.4rem;
padding: 0.5rem 1.1rem;
border-radius: 8px;
background: var(--keycap-fill);
color: var(--keycap-text) !important;
font-weight: 600;
font-size: 0.95rem;
text-decoration: none;
box-shadow: 0 4px 0 var(--keycap-edge), 0 6px 12px rgba(0, 0, 0, 0.35);
transition: box-shadow 0.2s ease, color 0.2s ease;
}
.keycap-btn:hover,
.keycap-btn:focus-visible {
color: var(--keycap-text-hover) !important;
box-shadow:
0 4px 0 var(--keycap-edge),
0 6px 12px rgba(0, 0, 0, 0.35),
0 0 18px 3px var(--keycap-glow);
}
.keycap-btn:active {
transform: translateY(4px);
box-shadow: 0 6px 12px rgba(0, 0, 0, 0.25);
transition-duration: 0.05s;
}
.keycap-btn:focus-visible {
outline: 2px solid var(--keycap-glow);
outline-offset: 3px;
}
</style>
Galaxy Button
Ported from a CodePen "galaxy button": one --active custom property every child reads at once: a dual radial-gradient face, a 3D-tilted star ring (real rotateX/rotateY, not a flat circle), and a two-layer masked spark rim that flips on a stepped timer. Star orbit/drift is randomized per-star by a tiny JS file.
View code
<a class="galaxy-button" href="/wherever">
<span class="galaxy-btn-face">
<span class="spark" aria-hidden="true"></span>
<span class="backdrop" aria-hidden="true"></span>
<span class="galaxy__container" aria-hidden="true">
<span class="star star--static"></span>
<span class="star star--static"></span>
<span class="star star--static"></span>
<span class="star star--static"></span>
</span>
<span class="galaxy" aria-hidden="true">
<span class="galaxy__ring">
<!-- 20x: <span class="star"></span> -->
</span>
</span>
<span class="text">The Chaos</span>
</span>
</a>
<script src="galaxy-button.js" defer></script>
View code
.galaxy-button {
--transition: 0.25s;
--spark: 1.8s;
--hue: 205; /* pick your own accent hue */
position: relative;
display: inline-block;
text-decoration: none;
}
.galaxy-btn-face {
--cut: 0.08em;
--active: 0;
--bg:
radial-gradient(120% 120% at 126% 126%, hsl(var(--hue) calc(var(--active) * 97%) 98% / calc(var(--active) * 0.9)) 40%, transparent 50%) calc(100px - (var(--active) * 100px)) 0 / 100% 100% no-repeat,
radial-gradient(120% 120% at 120% 120%, hsl(var(--hue) calc(var(--active) * 97%) 70% / var(--active)) 30%, transparent 70%) calc(100px - (var(--active) * 100px)) 0 / 100% 100% no-repeat,
hsl(var(--hue) calc(var(--active) * 100%) calc(12% - (var(--active) * 8%)));
background: var(--bg);
position: relative;
display: inline-flex;
align-items: center;
justify-content: center;
gap: 0.25em;
isolation: isolate;
overflow: hidden;
white-space: nowrap;
padding: 0.5rem 1.1rem;
border-radius: 999px;
font-size: 0.9rem;
font-weight: 600;
letter-spacing: 0.01em;
transform-style: preserve-3d;
perspective: 100vmin;
scale: calc(1 + (var(--active) * 0.06));
box-shadow:
0 0 calc(var(--active) * 2.5em) calc(var(--active) * 1.2em) hsl(var(--hue) 97% 61% / 0.5),
0 0.05em 0 0 hsl(var(--hue) calc(var(--active) * 97%) calc((var(--active) * 50%) + 30%)) inset,
0 -0.05em 0 0 hsl(var(--hue) calc(var(--active) * 97%) calc(var(--active) * 10%)) inset;
transition: box-shadow var(--transition), scale var(--transition), background var(--transition);
}
.galaxy-button:hover .galaxy-btn-face,
.galaxy-button:focus-visible .galaxy-btn-face { --active: 1; }
.galaxy-button:active .galaxy-btn-face { scale: 1; }
.galaxy-btn-face .text {
position: relative;
translate: 2% -6%;
color: hsl(0 0% calc(60% + (var(--active) * 26%)));
}
.galaxy-btn-face .star {
height: calc(var(--size, 3) * 1px);
aspect-ratio: 1;
background: #fff;
border-radius: 50%;
position: absolute;
top: 50%;
left: 50%;
opacity: var(--alpha, 0.6);
transform: translate(-50%, -50%) rotate(10deg) translateY(calc(var(--distance, 60) * 1px));
animation: galaxy-orbit calc(var(--duration, 12) * 1s) calc(var(--delay, 0) * -1s) infinite linear;
}
@keyframes galaxy-orbit {
to { transform: translate(-50%, -50%) rotate(370deg) translateY(calc(var(--distance, 60) * 1px)); }
}
.galaxy__container {
position: absolute;
inset: 0;
opacity: var(--active);
transition: opacity var(--transition);
mask: radial-gradient(#fff, transparent);
pointer-events: none;
}
.galaxy-btn-face .star--static {
top: 50%;
left: 50%;
max-height: 4px;
filter: brightness(4);
transform: translate(0, 0);
animation:
galaxy-drift-x calc(var(--duration, 12) * 0.1s) calc(var(--delay, 0) * -0.1s) infinite linear,
galaxy-drift-y calc(var(--duration, 12) * 0.2s) calc(var(--delay, 0) * -0.2s) infinite linear;
}
.galaxy-button:hover .star--static,
.galaxy-button:focus-visible .star--static { animation-play-state: paused; }
@keyframes galaxy-drift-x { from { translate: -24px 0; } to { translate: 24px 0; } }
@keyframes galaxy-drift-y { from { transform: translate(0, -14px); } to { transform: translate(0, 14px); } }
.galaxy {
position: absolute;
width: 100%;
aspect-ratio: 1;
top: 50%;
left: 50%;
translate: -50% -50%;
overflow: hidden;
opacity: var(--active);
transition: opacity var(--transition);
pointer-events: none;
}
.galaxy__ring {
position: absolute;
height: 200%;
width: 200%;
top: 50%;
left: 50%;
border-radius: 50%;
transform: translate(-28%, -40%) rotateX(-24deg) rotateY(-30deg) rotateX(90deg);
transform-style: preserve-3d;
}
.galaxy-btn-face .spark {
position: absolute;
inset: 0;
z-index: -2;
border-radius: inherit;
overflow: hidden;
mask: linear-gradient(#fff, transparent 50%);
animation: galaxy-flip calc(var(--spark) * 2) infinite steps(2, end);
}
@keyframes galaxy-flip { to { rotate: 360deg; } }
.galaxy-btn-face .spark::before {
content: "";
position: absolute;
width: 200%;
aspect-ratio: 1;
top: 0;
left: 50%;
translate: -50% -15%;
transform: rotate(-90deg);
opacity: calc(var(--active) + 0.4);
background: conic-gradient(from 0deg, transparent 0 340deg, hsl(var(--hue) 90% 70%) 360deg);
transition: opacity var(--transition);
animation: galaxy-rotate var(--spark) linear infinite both;
}
@keyframes galaxy-rotate { to { transform: rotate(90deg); } }
.galaxy-btn-face .backdrop {
position: absolute;
inset: var(--cut);
z-index: -1;
border-radius: inherit;
background: var(--bg);
transition: background var(--transition);
}
.galaxy-button:focus-visible .galaxy-btn-face {
outline: 2px solid #6ec1ff;
outline-offset: 4px;
}
@media (prefers-reduced-motion: reduce) {
.galaxy-btn-face .star, .galaxy-btn-face .star--static,
.galaxy-btn-face .spark, .galaxy-btn-face .spark::before { animation: none; }
}
Text Reveal Effects
Five ways to bring text onto the screen. Stock tabs are the original pasted React/Framer-Motion/GSAP components, condensed where a helper was pure boilerplate (per-prop ref syncing, alternate traversal modes); the core mechanic is complete and accurate. Ours tabs are the actual vanilla-JS files this site ships.
Pixel Drift
Text sampled into a dense field of colored particles; a cursor over the settled text carves particles outward like a black hole, a stationary cursor = a stationary void. Adapted for the homepage name with the mouse-repulsion cut entirely. Kept just the spawn-outside-canvas → converge-to-text formation.
Needs .pixel-name-canvas (absolute, covers the container) plus a .pixel-name-plain text element the script measures and hides once it starts drawing.
View original component
// Pixel Drift — Originkit
// Originkit — props baked into the default export.
"use client"
import * as React from "react"
import { useEffect, useRef } from "react"
const RenderTarget = {
current: () => "preview",
canvas: "canvas",
export: "export",
thumbnail: "thumbnail",
preview: "preview",
}
/**
* ParticleText — text rendered as a dense field of colored particles that
* get displaced by the cursor like a black hole carving a void out of a
* star field: particles whose origins fall within the cursor's radius are
* pushed outward to sit on the ring at the radius edge; particles outside
* the radius rest at their origins. A stationary cursor = a stationary void.
*
* @framerSupportedLayoutWidth any
* @framerSupportedLayoutHeight any
* @framerIntrinsicWidth 600
* @framerIntrinsicHeight 600
*/
function __OriginkitBase_ParticleText(props: Props) {
props = { ...COMPONENT_DEFAULTS, ...props }
const {
text,
colors,
mode,
replay,
position,
particleSize,
particleCount,
mouseEnabled,
mouseRadius,
mouseForce,
fontSize,
autoFit,
transition,
style,
} = props
const containerRef = useRef<HTMLDivElement | null>(null)
const canvasRef = useRef<HTMLCanvasElement | null>(null)
const rafRef = useRef<number | null>(null)
const pointerRef = useRef({ x: -99999, y: -99999, active: false })
// Animated formation value 0→1 (0 = at spawn / invisible, 1 = fully formed).
// Rate-based (not timeline-based) so appear and dissolve can be interrupted
// mid-way and continue from the CURRENT partial state — the fix for the
// whole-text snap that happened when reversing restarted the timeline.
const formValRef = useRef(0)
const lastFrameRef = useRef<number | null>(null)
// hidden = draw nothing (particles absent); reverse = ease toward 0 to
// dissolve out. Driven by the mode triggers below.
const hiddenRef = useRef(false)
const reverseRef = useRef(false)
// Freeze ONLY on true static renders (export / thumbnail). The Framer
// canvas and Preview run the live rAF loop so particles form and respond
// to control changes while editing. Gating on useIsStaticRenderer() (true
// on canvas) is what previously froze it to a single warm-up frame.
const renderTarget = RenderTarget.current()
const isStatic =
renderTarget === RenderTarget.export ||
renderTarget === RenderTarget.thumbnail
const colorsKey = Array.isArray(colors) ? colors.join("|") : ""
// Stable dependency key for the Transition object (new identity each render).
const transitionKey = JSON.stringify(transition ?? {})
const mcEnabled = !!mouseEnabled
const mcRadius = typeof mouseRadius === "number" ? mouseRadius : 150
const mcForce = typeof mouseForce === "number" ? mouseForce : 6
useEffect(() => {
const container = containerRef.current
const canvas = canvasRef.current
if (!container || !canvas) return
const ctx = canvas.getContext("2d", { alpha: true })
if (!ctx) return
const palette =
Array.isArray(colors) && colors.length > 0
? colors
: ["#40ffaa", "#40aaff", "#ff40aa", "#aa40ff"]
let count = 0
let ox: Float32Array = new Float32Array(0)
let oy: Float32Array = new Float32Array(0)
// Spawn positions (random) — kept so formation can interpolate spawn→origin.
let sx: Float32Array = new Float32Array(0)
let sy: Float32Array = new Float32Array(0)
let px: Float32Array = new Float32Array(0)
let py: Float32Array = new Float32Array(0)
// Cursor repulsion offset from home (SVGParticles model).
let repX: Float32Array = new Float32Array(0)
let repY: Float32Array = new Float32Array(0)
let cIdx: Uint8Array = new Uint8Array(0)
// Mouse-speed + smoothed-position state for the repulsion engine.
let prevMx = -99999
let prevMy = -99999
let mouseSpeed = 0
let smoothX = -99999
let smoothY = -99999
let cssW = 0
let cssH = 0
let dpr = 1
const sampleText = () => {
const W = cssW
const H = cssH
if (W <= 0 || H <= 0) return
const off = document.createElement("canvas")
off.width = Math.max(1, Math.floor(W * dpr))
off.height = Math.max(1, Math.floor(H * dpr))
const offCtx = off.getContext("2d", { willReadFrequently: true })
if (!offCtx) return
offCtx.scale(dpr, dpr)
const fontFamily =
'system-ui, -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, sans-serif'
const maxW = W * 0.92
const maxH = H * 0.92
let effectiveSize = Math.max(8, fontSize)
if (autoFit) {
effectiveSize = fitFontSize(
offCtx,
text || "",
fontFamily,
maxW,
maxH,
Math.max(8, fontSize)
)
}
// Width/height guard — always shrink so the text can never spill
// past the canvas edges (where it'd be clipped and sampled cut).
// Runs whether or not Auto Fit is on, so a large Font Size just
// scales down to fit instead of losing its outer letters.
offCtx.font = `700 ${effectiveSize}px ${fontFamily}`
const gm = offCtx.measureText(text || "")
const gW = gm.width || 1
const gH =
(gm.actualBoundingBoxAscent || effectiveSize * 0.8) +
(gm.actualBoundingBoxDescent || effectiveSize * 0.2)
const fitScale = Math.min(1, maxW / gW, maxH / gH)
if (fitScale < 1)
effectiveSize = Math.max(8, effectiveSize * fitScale)
offCtx.clearRect(0, 0, W, H)
offCtx.fillStyle = "#fff"
offCtx.font = `700 ${effectiveSize}px ${fontFamily}`
offCtx.textAlign = "center"
offCtx.textBaseline = "middle"
offCtx.fillText(text || "", W / 2, H / 2)
const img = offCtx.getImageData(
0,
0,
Math.floor(W * dpr),
Math.floor(H * dpr)
)
const data = img.data
// Particle Count (1–50): higher = denser. Same sampling-gap formula
// as SVGParticles — gap = 150 / count, independent of particle size.
const pCount = Math.max(1, Math.min(50, particleCount))
const stride = Math.max(2, Math.round(150 / pCount))
let candidates = 0
for (let y = 0; y < H; y += stride) {
for (let x = 0; x < W; x += stride) {
const ix = Math.floor(x * dpr)
const iy = Math.floor(y * dpr)
const idx = (iy * img.width + ix) * 4 + 3
if (data[idx] > 128) candidates++
}
}
const downsample =
candidates > 30000 ? Math.ceil(candidates / 30000) : 1
const allocCount = Math.min(candidates, 30000)
const newOx = new Float32Array(allocCount)
const newOy = new Float32Array(allocCount)
const newSx = new Float32Array(allocCount)
const newSy = new Float32Array(allocCount)
const newPx = new Float32Array(allocCount)
const newPy = new Float32Array(allocCount)
const newC = new Uint8Array(allocCount)
let i = 0
let seen = 0
for (let y = 0; y < H && i < allocCount; y += stride) {
for (let x = 0; x < W && i < allocCount; x += stride) {
const ix = Math.floor(x * dpr)
const iy = Math.floor(y * dpr)
const idx = (iy * img.width + ix) * 4 + 3
if (data[idx] > 128) {
if (seen % downsample === 0) {
newOx[i] = x
newOy[i] = y
// Spawn OUTSIDE the canvas — a random point on a ring
// beyond the edges — so particles fly in from outside
// and dissolve back out the same way.
const ang = Math.random() * Math.PI * 2
const rad =
Math.max(W, H) * (0.6 + Math.random() * 0.5)
const rx = W / 2 + Math.cos(ang) * rad
const ry = H / 2 + Math.sin(ang) * rad
newSx[i] = rx
newSy[i] = ry
newPx[i] = rx
newPy[i] = ry
newC[i] = Math.floor(Math.random() * palette.length)
i++
}
seen++
}
}
}
count = i
ox = newOx
oy = newOy
sx = newSx
sy = newSy
px = newPx
py = newPy
repX = new Float32Array(allocCount)
repY = new Float32Array(allocCount)
cIdx = newC
// Re-sampling = a fresh layout, so replay the formation from spawn.
formValRef.current = 0
lastFrameRef.current = null
}
const fitFontSize = (
measureCtx: CanvasRenderingContext2D,
label: string,
family: string,
maxW: number,
maxH: number,
cap: number
) => {
if (!label) return cap
let lo = 8
let hi = cap
let best = lo
for (let iter = 0; iter < 12; iter++) {
const mid = (lo + hi) / 2
measureCtx.font = `700 ${mid}px ${family}`
const m = measureCtx.measureText(label)
const w = m.width
const h =
(m.actualBoundingBoxAscent || mid * 0.8) +
(m.actualBoundingBoxDescent || mid * 0.2)
if (w <= maxW && h <= maxH) {
best = mid
lo = mid
} else {
hi = mid
}
}
return Math.max(8, Math.floor(best))
}
const resize = () => {
const rect = container.getBoundingClientRect()
const w = Math.floor(rect.width)
const h = Math.floor(rect.height)
if (w <= 0 || h <= 0) return
dpr = Math.max(
1,
Math.min(
2,
typeof window !== "undefined"
? window.devicePixelRatio || 1
: 1
)
)
cssW = w
cssH = h
canvas.width = Math.floor(cssW * dpr)
canvas.height = Math.floor(cssH * dpr)
ctx.setTransform(dpr, 0, 0, dpr, 0, 0)
sampleText()
}
resize()
// Mode setup — both modes start hidden and wait for their trigger.
// • onHover: form in on pointerenter, dissolve out on leave.
// • onEnter: form when the component scrolls into view at Position;
// Replay re-forms on every re-entry, otherwise it plays once.
reverseRef.current = false
hiddenRef.current = true
formValRef.current = 0
const formIn = () => {
reverseRef.current = false
hiddenRef.current = false
}
const formOut = () => {
reverseRef.current = true
}
let tryEnter: (() => void) | null = null
const enterTimers: ReturnType<typeof setTimeout>[] = []
const ro = new ResizeObserver(() => {
resize()
if (isStatic) staticDraw()
tryEnter?.()
})
ro.observe(container)
const onMove = (e: PointerEvent) => {
if (!mcEnabled) return
const rect = canvas.getBoundingClientRect()
const scaleX = rect.width > 0 ? cssW / rect.width : 1
const scaleY = rect.height > 0 ? cssH / rect.height : 1
const mx = (e.clientX - rect.left) * scaleX
const my = (e.clientY - rect.top) * scaleY
if (prevMx > -9000) {
const ddx = mx - prevMx
const ddy = my - prevMy
mouseSpeed = Math.sqrt(ddx * ddx + ddy * ddy)
}
prevMx = mx
prevMy = my
pointerRef.current.x = mx
pointerRef.current.y = my
pointerRef.current.active = true
}
const onLeave = () => {
pointerRef.current.x = -99999
pointerRef.current.y = -99999
pointerRef.current.active = false
prevMx = -99999
prevMy = -99999
}
canvas.addEventListener("pointermove", onMove)
canvas.addEventListener("pointerleave", onLeave)
canvas.addEventListener("pointercancel", onLeave)
let io: IntersectionObserver | null = null
let sentinel: HTMLDivElement | null = null
if (mode === "onHover") {
container.addEventListener("pointerenter", formIn)
container.addEventListener("pointerleave", formOut)
} else {
sentinel = document.createElement("div")
sentinel.style.position = "absolute"
sentinel.style.left = "0"
sentinel.style.width = "1px"
sentinel.style.height = "1px"
sentinel.style.pointerEvents = "none"
if (position === "middle") sentinel.style.top = "50%"
else if (position === "below") sentinel.style.bottom = "0"
else sentinel.style.top = "0"
container.appendChild(sentinel)
let entered = false
const enter = () => {
if (entered) return
entered = true
formIn()
if (!replay) io?.disconnect()
}
tryEnter = () => {
if (entered || typeof window === "undefined") return
const r = container.getBoundingClientRect()
if (r.width === 0 && r.height === 0) return
const vh = window.innerHeight || 0
const vw = window.innerWidth || 0
const y =
position === "middle"
? r.top + r.height / 2
: position === "below"
? r.bottom
: r.top
const onScreen =
r.right >= 0 && r.left <= vw && r.bottom >= 0 && y <= vh
if (onScreen) enter()
}
io = new IntersectionObserver(
([entry]) => {
if (entry.isIntersecting) {
enter()
} else if (replay) {
entered = false
hiddenRef.current = true
reverseRef.current = false
formValRef.current = 0
}
},
{ threshold: 0 }
)
io.observe(sentinel)
tryEnter()
enterTimers.push(
setTimeout(() => tryEnter?.(), 60),
setTimeout(() => tryEnter?.(), 250),
setTimeout(() => tryEnter?.(), 600)
)
}
const buckets: number[][] = palette.map(() => [])
const easeFn = resolveEasingFn(transition)
const formMs = Math.max(0, resolveDuration(transition) * 1000)
const drawFrame = () => {
ctx.clearRect(0, 0, cssW, cssH)
const pr = pointerRef.current
const drawSize = Math.max(1, particleSize / 4)
const half = drawSize / 2
const now =
typeof performance !== "undefined" ? performance.now() : 0
const last = lastFrameRef.current ?? now
const dt = Math.min(64, Math.max(0, now - last))
lastFrameRef.current = now
const reverse = reverseRef.current
const target = reverse ? 0 : 1
let v = formValRef.current
if (isStatic || formMs <= 0) {
v = target
} else {
const stepv = dt / formMs
if (v < target) v = Math.min(target, v + stepv)
else if (v > target) v = Math.max(target, v - stepv)
}
formValRef.current = v
if (reverse && v <= 0) hiddenRef.current = true
if (hiddenRef.current) return
const forming = v < 1
const factor = easeFn(v)
const hitSpeed = mouseSpeed
mouseSpeed *= 0.88
const active = !forming && mcEnabled && pr.active
if (active) {
const lerpFactor = Math.max(0.08, 0.3 - hitSpeed * 0.006)
if (smoothX < -9000) {
smoothX = pr.x
smoothY = pr.y
} else {
smoothX += (pr.x - smoothX) * lerpFactor
smoothY += (pr.y - smoothY) * lerpFactor
}
} else {
smoothX = -99999
smoothY = -99999
}
const mx = smoothX
const my = smoothY
const repCutoff = Math.max(1, mcRadius)
const repCutoffSq = repCutoff * repCutoff
const rF = mcForce
for (let b = 0; b < buckets.length; b++) buckets[b].length = 0
for (let i = 0; i < count; i++) {
const oxi = ox[i]
const oyi = oy[i]
if (forming) {
px[i] = sx[i] + (oxi - sx[i]) * factor
py[i] = sy[i] + (oyi - sy[i]) * factor
buckets[cIdx[i]].push(i)
continue
}
let inZone = false
if (active) {
const dx = oxi - mx
const dy = oyi - my
const distSq = dx * dx + dy * dy
if (distSq > 0 && distSq < repCutoffSq) {
const dist = Math.sqrt(distSq)
const nx = dx / dist
const ny = dy / dist
const falloff = 1 - dist / repCutoff
const push = falloff * hitSpeed * rF * 0.05
repX[i] += nx * push
repY[i] += ny * push
const targetRepX = nx * (repCutoff - dist)
const targetRepY = ny * (repCutoff - dist)
repX[i] += (targetRepX - repX[i]) * 0.06
repY[i] += (targetRepY - repY[i]) * 0.06
inZone = true
}
}
if (!inZone) {
repX[i] *= 0.97
repY[i] *= 0.97
}
px[i] = oxi + repX[i]
py[i] = oyi + repY[i]
buckets[cIdx[i]].push(i)
}
ctx.globalAlpha = forming ? Math.min(1, Math.max(0, factor)) : 1
for (let b = 0; b < buckets.length; b++) {
const bucket = buckets[b]
if (bucket.length === 0) continue
ctx.fillStyle = palette[b]
for (let k = 0; k < bucket.length; k++) {
const i = bucket[k]
ctx.fillRect(px[i] - half, py[i] - half, drawSize, drawSize)
}
}
ctx.globalAlpha = 1
}
const staticDraw = () => {
hiddenRef.current = false
reverseRef.current = false
for (let i = 0; i < count; i++) {
px[i] = ox[i]
py[i] = oy[i]
}
drawFrame()
}
const removeTriggers = () => {
container.removeEventListener("pointerenter", formIn)
container.removeEventListener("pointerleave", formOut)
io?.disconnect()
sentinel?.remove()
enterTimers.forEach(clearTimeout)
}
if (isStatic) {
staticDraw()
return () => {
canvas.removeEventListener("pointermove", onMove)
canvas.removeEventListener("pointerleave", onLeave)
canvas.removeEventListener("pointercancel", onLeave)
removeTriggers()
ro.disconnect()
}
}
const loop = () => {
drawFrame()
rafRef.current = requestAnimationFrame(loop)
}
rafRef.current = requestAnimationFrame(loop)
return () => {
if (rafRef.current != null) cancelAnimationFrame(rafRef.current)
canvas.removeEventListener("pointermove", onMove)
canvas.removeEventListener("pointerleave", onLeave)
canvas.removeEventListener("pointercancel", onLeave)
removeTriggers()
ro.disconnect()
}
}, [
mode, replay, position, text, colorsKey, particleSize, particleCount,
mcEnabled, mcRadius, mcForce, fontSize, autoFit, transitionKey, isStatic,
])
return (
<div
ref={containerRef}
style={{
position: "relative",
width: "100%",
height: "100%",
minWidth: 800,
minHeight: 300,
overflow: "hidden",
...style,
}}
>
<canvas
ref={canvasRef}
style={{ position: "absolute", inset: 0, width: "100%", height: "100%", display: "block" }}
/>
</div>
)
}
type Props = {
text: string
colors: string[]
mode: "onEnter" | "onHover"
replay: boolean
position: "above" | "middle" | "below"
particleSize: number
particleCount: number
mouseEnabled: boolean
mouseRadius: number
mouseForce: number
fontSize: number
autoFit: boolean
transition: TransitionValue
style?: React.CSSProperties
}
const COMPONENT_DEFAULTS = {
text: "PIXEL DRIFT",
colors: ["#FFFFFF", "#1995FA", "#FFFFFF"],
mode: "onEnter",
replay: true,
position: "above",
particleSize: 12,
particleCount: 50,
mouseEnabled: true,
mouseRadius: 50,
mouseForce: 30,
fontSize: 80,
autoFit: false,
transition: { type: "tween", duration: 0, ease: "linear" },
}
export default function ParticleText(props: Record<string, unknown>) {
return <__OriginkitBase_ParticleText {...props} />
}
Appear Text / Kinetic Grid
A grid of repeated copies of a word spreads and zooms in, then all but the center one fade away, leaving the survivor in place. Shipped twice: first inline in the homepage heading (deprecated), later resized into a full-screen splash that plays before the rest of the page (current).
Shown here: the original inline version (name-kinetic.js). The site's current full-screen splash (intro-sequence.js) is the same grid mechanic, just built at a bigger scale with the word count computed from the viewport.
View original component
// Appear Text — Originkit
// Using component defaults.
"use client";
import * as React from "react";
import { useMemo } from "react";
import { motion } from "framer-motion";
type Transition = {
type?: string;
stiffness?: number;
damping?: number;
mass?: number;
ease?: string;
duration?: number;
};
type Props = {
text?: string;
font?: React.CSSProperties;
textColor?: string;
backgroundColor?: string;
rowCount?: number;
repeatCount?: number;
rowGap?: number;
wordGap?: number;
expandDurationSec?: number;
holdDurationSec?: number;
horizontalShiftPx?: number;
zoomScalePct?: number;
transition?: Transition;
style?: React.CSSProperties;
};
export default function KineticTextGrid(props: Props) {
const {
text = "APPEAR TEXT",
font = {
fontFamily: "Inter",
fontWeight: 700,
fontSize: 64,
lineHeight: "1.5em",
letterSpacing: "0em",
textAlign: "left",
},
textColor = "#FFFFFF",
backgroundColor = "#000000",
rowCount = 5,
repeatCount = 5,
rowGap = 16,
wordGap = 24,
expandDurationSec = 1,
holdDurationSec = 1,
horizontalShiftPx = 80,
zoomScalePct = 115,
transition = {
type: "tween",
stiffness: 800,
damping: 60,
mass: 1,
ease: "easeInOut",
duration: 1,
},
style,
} = props;
// Keep counts odd for an exact geometric center
const safeRowCount = rowCount % 2 === 0 ? rowCount + 1 : rowCount;
const centerRowIndex = Math.floor(safeRowCount / 2);
const safeRepeatCount =
repeatCount % 2 === 0 ? repeatCount + 1 : repeatCount;
const centerWordIndex = Math.floor(safeRepeatCount / 2);
const rows = useMemo(
() => Array.from({ length: safeRowCount }, (_, i) => i),
[safeRowCount]
);
const words = useMemo(
() => Array.from({ length: safeRepeatCount }, (_, i) => i),
[safeRepeatCount]
);
const fontStyles = (font ?? {}) as React.CSSProperties;
const maxZoomScale = zoomScalePct / 100;
// How offset the grid is at rest, as a fraction of the full drift.
// > 0 so rows are always staggered (never a flat, aligned grid).
const HOME_FACTOR = 0.4;
const ease = (transition as any)?.ease ?? "easeInOut";
// ---- Timeline (seconds) — no gap between the in-beat and the wipe ----
const motionSec = Math.max(0.1, expandDurationSec);
const holdSec = Math.max(0, holdDurationSec);
const tIn = motionSec; // zoomed + spread (all visible)
const tWipe = tIn + motionSec; // wiped; one word left, centered, scale 1
const tWord = tWipe + holdSec; // single-word hold ends
const tReset = tWord + 0.4; // non-center rows back to home (hidden)
const tReveal = tReset + motionSec * 0.7;
const total = tReveal + Math.max(0.2, holdSec * 0.4);
const n = (t: number) => t / total;
const seq = (times: number[]) => ({
duration: total,
times,
ease,
repeat: Infinity,
});
const VISIBLE = "inset(0% 0% 0% 0%)";
return (
<div
style={{
width: "100%",
height: "100%",
backgroundColor,
display: "flex",
alignItems: "center",
justifyContent: "center",
position: "relative",
...style,
}}
>
{/* Zoom in during the spread; ease back to scale 1 during the wipe
so the surviving word settles at normal size */}
<motion.div
animate={{ scale: [1, maxZoomScale, 1, 1] }}
transition={seq([0, n(tIn), n(tWipe), 1])}
style={{
display: "flex",
flexDirection: "column",
alignItems: "center",
justifyContent: "center",
gap: rowGap,
position: "relative",
willChange: "transform",
}}
>
{rows.map((rowIndex) => {
const isCenterRow = rowIndex === centerRowIndex;
const distanceFromCenterY = rowIndex - centerRowIndex;
const direction = rowIndex % 2 === 0 ? 1 : -1;
const speedMultiplier =
0.7 + (Math.abs(distanceFromCenterY) % 3) * 0.45;
const driftFull =
direction * horizontalShiftPx * speedMultiplier;
const driftHome = driftFull * HOME_FACTOR;
const wipeLTR = rowIndex % 2 === 0;
const hidden = wipeLTR
? "inset(0% 0% 0% 100%)"
: "inset(0% 100% 0% 0%)";
// Center row: home → spread → center (during wipe) → hold
// centered → back to home. Others: home → spread → hold →
// back to home (hidden), never touching 0.
const xAnim = isCenterRow
? {
values: [
driftHome, driftFull, 0, 0, driftHome, driftHome,
],
times: [0, n(tIn), n(tWipe), n(tReset), n(tReveal), 1],
}
: {
values: [
driftHome, driftFull, driftFull, driftHome, driftHome,
],
times: [0, n(tIn), n(tWord), n(tReset), 1],
};
return (
<motion.div
key={rowIndex}
animate={{ x: xAnim.values }}
transition={seq(xAnim.times)}
style={{
display: "flex",
alignItems: "center",
justifyContent: "center",
gap: wordGap,
whiteSpace: "nowrap",
willChange: "transform",
}}
>
{words.map((wordIndex) => {
const isCenterWord =
isCenterRow && wordIndex === centerWordIndex;
// The one word that survives — never wiped
if (isCenterWord) {
return (
<span
key={wordIndex}
style={{
color: textColor,
lineHeight: 1,
display: "inline-block",
clipPath: VISIBLE,
...fontStyles,
}}
>
{text}
</span>
);
}
const denom = Math.max(1, safeRepeatCount - 1);
const sweepT = wipeLTR
? wordIndex / denom
: (safeRepeatCount - 1 - wordIndex) / denom;
const wipeWindow = tWipe - tIn;
const perWipe = wipeWindow * 0.5;
const wStartOut =
tIn + sweepT * (wipeWindow - perWipe);
const wEndOut = wStartOut + perWipe;
const revealWindow = tReveal - tReset;
const perReveal = revealWindow * 0.5;
const wStartIn =
tReset + sweepT * (revealWindow - perReveal);
const wEndIn = wStartIn + perReveal;
return (
<motion.span
key={wordIndex}
animate={{
clipPath: [
VISIBLE, VISIBLE, hidden, hidden, VISIBLE, VISIBLE,
],
}}
transition={seq([
0, n(wStartOut), n(wEndOut), n(wStartIn), n(wEndIn), 1,
])}
style={{
color: textColor,
lineHeight: 1,
display: "inline-block",
clipPath: VISIBLE,
willChange: "clip-path",
...fontStyles,
}}
>
{text}
</motion.span>
);
})}
</motion.div>
);
})}
</motion.div>
</div>
);
}
Scramble Text
Every character starts as a random same-case letter and locks to its real character in left-to-right order across a fixed duration. The reference's hover-triggered diffusion/wave re-glitching was cut on purpose: this runs on body copy meant to be read, and re-scrambling words under the cursor while someone reads would be a usability regression, not a flourish.
I write backend systems for a living, and I'm a lot less organized about everything else.
View original component
// Scramble Text — Originkit
// Originkit — props baked into the default export.
"use client"
import { useState, useEffect, useRef, useLayoutEffect, Fragment } from "react"
const GLITCH_CHARS_UPPER = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
const GLITCH_CHARS_LOWER = "abcdefghijklmnopqrstuvwxyz"
const WAVE_CURSOR_CHARS = "░▒▓█"
function cubicBezier(x1: number, y1: number, x2: number, y2: number) {
const cx = 3 * x1
const bx = 3 * (x2 - x1) - cx
const ax = 1 - cx - bx
const cy = 3 * y1
const by = 3 * (y2 - y1) - cy
const ay = 1 - cy - by
const sampleX = (t: number) => ((ax * t + bx) * t + cx) * t
const sampleY = (t: number) => ((ay * t + by) * t + cy) * t
const sampleDX = (t: number) => (3 * ax * t + 2 * bx) * t + cx
return (x: number) => {
let t = x
for (let i = 0; i < 8; i++) {
const dx = sampleX(t) - x
const d = sampleDX(t)
if (Math.abs(dx) < 1e-6) break
if (d === 0) break
t -= dx / d
}
return sampleY(Math.max(0, Math.min(1, t)))
}
}
function makeEaseFn(ease: any): (t: number) => number {
if (Array.isArray(ease) && ease.length === 4)
return cubicBezier(ease[0], ease[1], ease[2], ease[3])
switch (ease) {
case "linear": return (t) => t
case "easeIn": return (t) => t * t
case "easeOut": return (t) => 1 - (1 - t) * (1 - t)
case "easeInOut":
return (t) => (t < 0.5 ? 2 * t * t : 1 - 2 * (1 - t) * (1 - t))
default:
return (t) => 1 - (1 - t) * (1 - t)
}
}
type EnterMode = "none" | "oneLine" | "multiLine" | "random"
type HoverMode =
| "none"
| "diffusionOneLine"
| "diffusionMultiLine"
| "waveOneLine"
| "waveMultiLine"
type CharState = { char: string; locked: boolean; flickering: boolean }
type WordEntry = { text: string; gap: string; pi: number; wiInPara: number; globalWi: number }
type CharInfo = { id: string; cx: number; lineTop: number }
/**
* @framerSupportedLayoutWidth fixed
* @framerSupportedLayoutHeight fixed
* @framerIntrinsicWidth 1020
* @framerIntrinsicHeight 240
*/
function __OriginkitBase_GlitchCharReveal(props: any) {
props = { ...COMPONENT_DEFAULTS, ...props }
const { words, enterAnimation, hoverAnimation, color, font, tag } = props
const Tag = (tag ?? "p") as any
const glitchColor = color
// ── Enter props ──────────────────────────────────────────────────────
const enterMode: EnterMode = enterAnimation?.mode ?? "oneLine"
const enterEase: any = enterAnimation?.ease ?? { type: "tween", duration: 2, ease: "easeOut" }
const enterDuration: number = enterEase?.duration ?? 2
const enterEaseCurve: any = enterEase?.ease ?? "easeOut"
const enterScrambleIntensity: number = enterAnimation?.scrambleIntensity ?? 50
const enterReplay: boolean = enterAnimation?.replay ?? false
const enterPosition: string = enterAnimation?.position ?? "above"
const enterRestState: string = enterAnimation?.restState ?? "solid"
const enterFlickerEnabled: boolean = enterAnimation?.flickerEnabled ?? false
const enterFlickerColor: string = enterAnimation?.flickerColor ?? "#ff4400"
const enterFlickerIntensity: number = enterAnimation?.flickerIntensity ?? 50
const enterFlickerSpeed: number = enterAnimation?.flickerSpeed ?? 10
// ── Hover props ──────────────────────────────────────────────────────
const hoverType: string = hoverAnimation?.type ?? "none"
const hoverLines: string = hoverAnimation?.lines ?? "oneLine"
const hoverMode: HoverMode =
hoverType === "diffusion"
? hoverLines === "oneLine" ? "diffusionOneLine" : "diffusionMultiLine"
: hoverType === "wave"
? hoverLines === "oneLine" ? "waveOneLine" : "waveMultiLine"
: "none"
const hoverRadius: number = hoverAnimation?.radius ?? 2
const hoverCollapse: boolean = hoverAnimation?.collapse ?? false
const hoverCollapseTime: number = hoverAnimation?.collapseTime ?? 1
const hoverGlitchChars: string = hoverAnimation?.glitchChars ?? "abcdefghijklmnopqrstuvwxyz"
const hoverGlitchShuffle: boolean = hoverAnimation?.glitchShuffle ?? true
const hoverFlickerEnabled: boolean = hoverAnimation?.flickerEnabled ?? false
const hoverFlickerColor: string = hoverAnimation?.flickerColor ?? "#ff4400"
const hoverFlickerIntensity: number = hoverAnimation?.flickerIntensity ?? 50
const hoverFlickerSpeed: number = hoverAnimation?.flickerSpeed ?? 10
const waveEase: any = hoverAnimation?.waveEase ?? { type: "tween", duration: 1.5, ease: "linear" }
const waveDuration: number = waveEase?.duration ?? 1.5
const waveEaseCurve: any = waveEase?.ease ?? "linear"
const waveShuffleLimitEnabled: boolean = hoverAnimation?.waveShuffleLimitEnabled ?? false
const waveShuffleLimitValue: number = hoverAnimation?.waveShuffleLimitValue ?? 10
// ── Font ─────────────────────────────────────────────────────────────
const typeface = font
const textAlign: string = (typeface as any)?.textAlign ?? "left"
const spanStyle = typeface
? Object.fromEntries(Object.entries(typeface).filter(([k]) => k !== "textAlign"))
: {}
// Split into words while preserving the exact whitespace run that precedes
// each word (gap). Spaces are kept verbatim — rendered, counted in layout,
// but never scrambled or hovered.
const paragraphs: { text: string; gap: string }[][] = (words as string)
.split("\n")
.map((line) => {
const tokens = line.match(/\s+|\S+/g) ?? []
const out: { text: string; gap: string }[] = []
let pendingGap = ""
for (const tok of tokens) {
if (/^\s+$/.test(tok)) pendingGap += tok
else { out.push({ text: tok, gap: pendingGap }); pendingGap = "" }
}
return out
})
.filter((p) => p.length > 0)
const allWords: WordEntry[] = []
paragraphs.forEach((paraWords, pi) => {
paraWords.forEach(({ text, gap }, wiInPara) => {
allWords.push({ text, gap, pi, wiInPara, globalWi: allWords.length })
})
})
// ── Refs ─────────────────────────────────────────────────────────────
const containerRef = useRef<HTMLDivElement | null>(null)
const ghostRefs = useRef<(HTMLSpanElement | null)[]>([])
const charRefs = useRef<Record<string, HTMLSpanElement | null>>({})
const hoverModeRef = useRef(hoverMode)
const hoverRadiusRef = useRef(hoverRadius)
// ...remaining hover-prop refs mirrored the same way (omitted here for
// length; each prop above gets a matching useRef + a useEffect syncing
// it whenever the prop changes, so the mouse-move handler below always
// reads current values without re-subscribing).
// ── State ────────────────────────────────────────────────────────────
const [lineGroups, setLineGroups] = useState<number[][]>([])
const [displays, setDisplays] = useState<Record<string, CharState>>({})
const [placedChars, setPlacedChars] = useState<Record<number, number[]>>({})
const [shouldAnimate, setShouldAnimate] = useState(false)
const [enterAnimComplete, setEnterAnimComplete] = useState(false)
const [hoverDisplays, setHoverDisplays] = useState<Record<string, string>>({})
const [hoverFlickerSet, setHoverFlickerSet] = useState<Set<string>>(new Set())
const hasPlayedRef = useRef(false)
// ── Line detection: measures each word's ghost span to group words into
// visual lines (needed because "oneLine" mode reveals line by line) ────
const detectLines = () => {
const allLines: number[][] = []
paragraphs.forEach((_, pi) => {
const paraEntries = allWords.filter((w) => w.pi === pi)
const measured = paraEntries
.map((w) => ({
globalWi: w.globalWi,
top: ghostRefs.current[w.globalWi]
? Math.round(ghostRefs.current[w.globalWi]!.getBoundingClientRect().top)
: -1,
}))
.filter((m) => m.top >= 0)
const tops = [...new Set(measured.map((m) => m.top))].sort((a, b) => a - b)
tops.forEach((top) =>
allLines.push(measured.filter((m) => m.top === top).map((m) => m.globalWi))
)
})
setLineGroups(allLines)
}
useLayoutEffect(() => { detectLines() }, [words, font])
useEffect(() => {
const el = containerRef.current
if (!el) return
const obs = new ResizeObserver(() => detectLines())
obs.observe(el)
return () => obs.disconnect()
}, [])
// ── IntersectionObserver — plays the enter animation once the
// component's chosen anchor (above/middle/below) scrolls into view;
// replay re-arms it on re-entry ──────────────────────────────────────
useEffect(() => {
if (enterMode === "none") return
const el = containerRef.current
if (!el) return
let threshold = 0
if (enterPosition === "middle") threshold = 0.5
else if (enterPosition === "below") threshold = 1.0
const obs = new IntersectionObserver(
([entry]) => {
if (entry.isIntersecting) {
if (!hasPlayedRef.current) {
hasPlayedRef.current = true
setShouldAnimate(true)
if (!enterReplay) obs.disconnect()
}
} else if (enterReplay) {
hasPlayedRef.current = false
setShouldAnimate(false)
setDisplays({})
setPlacedChars({})
setEnterAnimComplete(false)
}
},
{ threshold }
)
obs.observe(el)
return () => obs.disconnect()
}, [enterMode, lineGroups, enterReplay, enterPosition])
// ── Enter animation: schedule every character's scramble→lock across a
// fixed total duration, sequential (oneLine), per-line-parallel
// (multiLine), or fully shuffled (random) ───────────────────────────
useEffect(() => {
if (enterMode === "none" || !shouldAnimate || lineGroups.length === 0) return
let cancelled = false
setDisplays({})
setPlacedChars({})
setEnterAnimComplete(false)
const durationMs = enterDuration * 1000
const sequentialSteps = Math.max(1, allWords.reduce((s, w) => s + w.text.length, 0))
const animStart = performance.now()
const animEndTime = animStart + durationMs
const easeFn = makeEaseFn(enterEaseCurve)
const targetAt = (step: number) => animStart + durationMs * easeFn(step / sequentialSteps)
const nextGlitchChar = (char: string): string => {
const isLower = char === char.toLowerCase() && char !== char.toUpperCase()
const pool = isLower ? GLITCH_CHARS_LOWER : GLITCH_CHARS_UPPER
return pool[Math.floor(Math.random() * pool.length)]
}
const sleep = (ms: number) => new Promise<void>((r) => setTimeout(r, Math.max(0, ms)))
const animateChar = async (globalWi: number, ci: number, char: string, targetEnd: number) => {
if (cancelled) return
const id = `${globalWi}-${ci}`
if (char === "." || char === " ") {
setDisplays((p) => ({ ...p, [id]: { char, locked: true, flickering: false } }))
await sleep(targetEnd - performance.now())
return
}
const scrambleIntensity = Math.max(0, Math.min(100, enterScrambleIntensity))
const desiredFrames = scrambleIntensity === 0 ? 0
: 1 + Math.floor(Math.random() * Math.round(scrambleIntensity / 7))
const window = targetEnd - performance.now()
const minDelay = 15
const maxFitFrames = Math.max(1, Math.floor((window * 0.8) / minDelay))
const glitchFrames = Math.min(desiredFrames, maxFitFrames)
const glitchDelay = glitchFrames > 0
? Math.max(minDelay, Math.floor((window * 0.8) / glitchFrames))
: minDelay
for (let i = 0; i < glitchFrames; i++) {
if (cancelled) return
setDisplays((p) => ({ ...p, [id]: { char: nextGlitchChar(char), locked: false, flickering: false } }))
await sleep(glitchDelay)
if (cancelled) return
}
setDisplays((p) => ({ ...p, [id]: { char, locked: true, flickering: false } }))
await sleep(targetEnd - performance.now())
}
const run = async () => {
if (enterMode === "oneLine") {
let idx = 0
for (const group of lineGroups)
for (const gWi of group) {
if (cancelled) return
const word = allWords[gWi].text
for (let ci = 0; ci < word.length; ci++) {
await animateChar(gWi, ci, word[ci], targetAt(++idx))
}
}
}
// multiLine / random modes follow the same per-character
// animateChar call, just choosing a different traversal order
// and per-group timing window (omitted here for length).
}
;(async () => { await run(); if (!cancelled) setEnterAnimComplete(true) })()
return () => { cancelled = true }
}, [lineGroups, enterMode, enterScrambleIntensity, enterDuration, enterEaseCurve, shouldAnimate])
// ── Hover: diffusion (radius of glitch chars around the cursor) and
// wave (a single sweeping "cursor" of glitch chars per line) modes ───
// (buildHoverDisplays / startLineWave / handleMouseMove implementations
// omitted here for length — each line/word position is measured via
// charRefs.getBoundingClientRect() on pointermove, then a radius or a
// rAF-driven sweep picks which character ids get a random glitch char
// in hoverDisplays for that frame.)
const isInsertEnter = enterMode === "oneLine" || enterMode === "multiLine"
return (
<div
ref={containerRef}
style={{
width: "100%", height: "100%", position: "relative",
display: "flex", flexDirection: "column", justifyContent: "center",
gap: "0.1em", background: "transparent", overflow: "hidden",
}}
>
{paragraphs.map((_, pi) => {
const paraEntries = allWords.filter((w) => w.pi === pi)
return (
<Tag key={pi} style={{ position: "relative", width: "100%", margin: 0, padding: 0 }}>
{/* Hidden ghost copy — measures line breaks without being seen */}
<div style={{ position: "absolute", top: 0, left: 0, width: "100%", visibility: "hidden", pointerEvents: "none", textAlign: textAlign as any }}>
{paraEntries.map((wordEntry) => (
<Fragment key={wordEntry.globalWi}>
{wordEntry.gap && <span style={{ ...spanStyle, letterSpacing: "0.05em", whiteSpace: "pre" }}>{wordEntry.gap}</span>}
<span ref={(el) => { ghostRefs.current[wordEntry.globalWi] = el }} style={{ ...spanStyle, letterSpacing: "0.05em", display: "inline-block", whiteSpace: "nowrap" }}>{wordEntry.text}</span>
</Fragment>
))}
</div>
<div style={{ width: "100%", textAlign: textAlign as any }}>
{paraEntries.map((wordEntry) => (
<Fragment key={wordEntry.globalWi}>
{wordEntry.gap && <span style={{ ...spanStyle, letterSpacing: "0.05em", color, whiteSpace: "pre" }}>{wordEntry.gap}</span>}
<span style={{ display: "inline-block", whiteSpace: "nowrap" }}>
{wordEntry.text.split("").map((char, ci) => {
const id = `${wordEntry.globalWi}-${ci}`
const hoverChar = hoverDisplays[id]
const enterState = displays[id]
const isHF = hoverFlickerSet.has(id)
let displayChar = char, charColor = color
if (hoverChar !== undefined) {
displayChar = hoverChar
charColor = isHF && hoverFlickerEnabled ? hoverFlickerColor : glitchColor
} else if (isHF && hoverFlickerEnabled) {
charColor = hoverFlickerColor
} else if (enterMode !== "none") {
if (!enterState) {
charColor = !shouldAnimate && enterRestState === "solid" ? color : "transparent"
} else {
displayChar = enterState.char
charColor = enterState.flickering
? (enterFlickerEnabled ? enterFlickerColor : color)
: (enterState.locked ? color : glitchColor)
}
}
const hideChar = isInsertEnter && shouldAnimate && !enterAnimComplete && !enterState && hoverChar === undefined
return (
<span key={ci} ref={(el) => { charRefs.current[id] = el }}
style={{ ...spanStyle, letterSpacing: "0.05em", color: charColor, display: hideChar ? "none" : undefined }}>
{displayChar}
</span>
)
})}
</span>
</Fragment>
))}
</div>
</Tag>
)
})}
</div>
)
}
const COMPONENT_DEFAULTS = {
words: "Scramble Text",
enterAnimation: {
mode: "oneLine", restState: "solid", replay: true, position: "above",
scrambleIntensity: 100, ease: { type: "tween", duration: 2, ease: "linear" },
flickerEnabled: true, flickerColor: "#333333", flickerIntensity: 84, flickerSpeed: 10,
},
hoverAnimation: {
type: "diffusion", lines: "oneLine", radius: 2, collapse: false, collapseTime: 1,
glitchChars: "abcdefghijklmnopqrstuvwxyz", glitchShuffle: true,
flickerEnabled: false, flickerColor: "#ff4400", flickerIntensity: 50, flickerSpeed: 10,
waveEase: { type: "tween", duration: 1.5, ease: "linear" },
waveShuffleLimitEnabled: false, waveShuffleLimitValue: 10,
},
color: "#ffffff",
font: { fontFamily: "Inter", variant: "Bold", fontSize: 120, lineHeight: "1em", letterSpacing: "2em" },
tag: "p",
}
export default function GlitchCharReveal(props: Record<string, unknown>) {
return <__OriginkitBase_GlitchCharReveal {...props} />
}
Text Emerge
Words fade in with a scale+blur, staggered from the center outward. Simple, no hover interaction. Offered as the lighter alternative to Scramble Text above; I went with Scramble Text instead, so this one was never shipped. Kept here because the mechanic (GSAP stagger.from with a blur filter) is genuinely useful on its own.
View original component
// Text Emerge — Originkit
// Originkit — defaults rewritten to match preview.
"use client";
import * as React from "react";
import { useEffect, useRef } from "react";
import { gsap } from "gsap";
type FontStyle = React.CSSProperties;
type TransitionValue = {
type?: string;
duration?: number;
delay?: number;
ease?: string | number[];
staggerChildren?: number;
};
type StaggerFrom = "start" | "center" | "end" | "random";
type TextTag = "p" | "span" | "div" | "section";
type Props = {
text?: string;
font?: FontStyle;
color?: string;
staggerFrom?: StaggerFrom;
tag?: TextTag;
transition?: TransitionValue;
};
const mapEase = (ease: TransitionValue["ease"]): string => {
if (typeof ease !== "string") return "power2.out";
const easeMap: Record<string, string> = {
linear: "none",
easeIn: "power2.in",
easeOut: "power2.out",
easeInOut: "power2.inOut",
circIn: "circ.in",
circOut: "circ.out",
circInOut: "circ.inOut",
backIn: "back.in",
backOut: "back.out(1.7)",
backInOut: "back.inOut",
anticipate: "back.out(1.7)",
};
return easeMap[ease] ?? ease;
};
export default function InkdropSpread({
text = "We believe exceptional experiences begin with clarity, evolve through creativity, and are perfected through relentless attention to detail.",
font = {
fontFamily: "Inter, system-ui, sans-serif",
fontSize: "70px",
fontWeight: 600,
letterSpacing: "-0.025em",
lineHeight: "1.1em",
textAlign: "left",
},
color = "#ffffff",
staggerFrom = "center",
tag = "section",
transition = {
type: "tween",
duration: 0.5,
delay: 0,
ease: "easeOut",
staggerChildren: 0.03,
},
}: Props) {
const containerRef = useRef<HTMLElement>(null);
const words = text.trim().split(/\s+/).filter(Boolean);
const textAlign =
(font.textAlign as React.CSSProperties["textAlign"]) ?? "left";
useEffect(() => {
if (!containerRef.current) return;
const wordEls = containerRef.current.querySelectorAll(".word");
gsap.killTweensOf(wordEls);
gsap.set(wordEls, {
clearProps: "transform,opacity,filter",
});
gsap.from(wordEls, {
opacity: 0,
scale: 0,
filter: "blur(4px)",
duration: transition.duration ?? 0.5,
delay: transition.delay ?? 0,
stagger: {
each: transition.staggerChildren ?? 0.03,
from: staggerFrom,
},
ease: mapEase(transition.ease),
});
}, [text, staggerFrom, transition]);
return React.createElement(
tag,
{
ref: containerRef,
style: {
margin: 0,
display: "block",
width: "100%",
whiteSpace: "pre-wrap",
color,
...font,
textAlign,
},
},
words.map((word, index) => (
<React.Fragment key={`${word}-${index}`}>
<span
className="word"
style={{
display: "inline-block",
}}
>
{word}
</span>
{index < words.length - 1 ? " " : null}
</React.Fragment>
))
);
}
Text Fall
A canvas particle title: text sampled into a monospace-glyph mask, particles fall/scatter with gravity, then reassemble into the word. Runs on the résumé page's own heading. No stock reference kept for this one: the original pasted source wasn't retained verbatim, so only the shipped version is shown here.
Click the canvas to trigger the fall (that's text-fall.js's own click handler; autoFall also fires it once when the heading scrolls into view).
Background & Ambient Effects
The homepage's backdrop went through several complete identities before landing on the globe. All of them still work, just unplugged.
Hero Blobs
Three blurred, drifting pastel circles with a subtle cursor-parallax shift on the whole group (--mx/--my, set on pointermove). Superseded by the glitter/globe combination, but the drift+parallax mechanic is an easy ambient-background pattern on its own.
View code
<div class="hero-blobs" aria-hidden="true">
<div class="blob blob-a"></div>
<div class="blob blob-b"></div>
<div class="blob blob-c"></div>
</div>
<style>
.hero-blobs {
position: absolute;
inset: 0;
z-index: 0;
overflow: hidden;
pointer-events: none;
transform: translate(var(--mx, 0px), var(--my, 0px));
transition: transform 0.4s ease-out;
}
.blob {
position: absolute;
border-radius: 50%;
filter: blur(70px);
opacity: 0.4;
animation: drift 20s ease-in-out infinite;
will-change: transform;
}
.blob-a { width: 26rem; height: 26rem; background: #93c5fd; top: -8%; left: -10%; }
.blob-b { width: 22rem; height: 22rem; background: #fbbf24; bottom: -12%; right: -8%; animation-delay: -7s; }
.blob-c { width: 18rem; height: 18rem; background: #6ee7b7; top: 45%; left: 62%; animation-delay: -13s; }
@keyframes drift {
0%, 100% { transform: translate(0, 0) scale(1); }
33% { transform: translate(2rem, -2.5rem) scale(1.08); }
66% { transform: translate(-1.5rem, 1.5rem) scale(0.95); }
}
@media (prefers-reduced-motion: reduce) {
.blob { animation: none; }
.hero-blobs { transition: none; }
}
</style>
<script>
// Parallax: attach to whatever container should host the effect.
host.addEventListener("pointermove", function (e) {
var r = host.getBoundingClientRect();
var mx = ((e.clientX - r.left) / r.width - 0.5) * 24;
var my = ((e.clientY - r.top) / r.height - 0.5) * 24;
host.style.setProperty("--mx", mx.toFixed(1) + "px");
host.style.setProperty("--my", my.toFixed(1) + "px");
});
</script>
Hero Stars
A plain CSS twinkling star field: small saturated dots with a soft glow, positions hand-placed via a Liquid loop rather than randomized (stable across page rebuilds). Superseded by the canvas-based Glitter effect, which covers the same role with actual motion.
View code
<div class="hero-stars" aria-hidden="true">
<span class="hero-star" style="left: 8%; top: 14%;"></span>
<span class="hero-star" style="left: 18%; top: 58%; animation-delay: 0.35s;"></span>
<!-- repeat with your own scattered left/top %s and staggered delays -->
</div>
<style>
.hero-stars { position: absolute; inset: 0; z-index: 0; overflow: hidden; pointer-events: none; }
.hero-star {
position: absolute;
width: 3px; height: 3px;
border-radius: 50%;
background: #60a5fa;
box-shadow: 0 0 6px 1px rgba(96, 165, 250, 0.6);
animation: star-twinkle 3.2s ease-in-out infinite;
}
.hero-star:nth-child(3n) { background: #f59e0b; box-shadow: 0 0 6px 1px rgba(245, 158, 11, 0.55); }
.hero-star:nth-child(3n + 1) { background: #34d399; box-shadow: 0 0 6px 1px rgba(52, 211, 153, 0.5); }
.hero-star:nth-child(4n) { width: 2px; height: 2px; }
@keyframes star-twinkle { 0%, 100% { opacity: 0.25; } 50% { opacity: 1; } }
@media (prefers-reduced-motion: reduce) {
.hero-star { animation: none; opacity: 0.5; }
}
</style>
Glitter
Canvas warp-tunnel: small colored particles streak outward from the center, giving a sense of gentle forward motion. Ported from a React/canvas component, transparent between frames so whatever's behind it (the globe) shows through everywhere except the particles.
Markup: <canvas class="hero-glitter"></canvas>, absolutely positioned to fill its container.
Beyond Horizon
A hand-rolled WebGL shader: an ambient glow like a sunrise over a planet's edge, with haze/rim lighting that responds to cursor position. Went through a full dark-theme phase before being remapped to render correctly on a light background. See the file's own comments for the remap math. Replaced by the Globe.
Markup: .hero-glow (positioned container) wrapping .hero-glow-canvas.
Globe
A hand-rolled WebGL rotating dot-sphere, no Three.js, by explicit choice. Dots trace real continent shapes from a land mask baked in at build time (Natural Earth data, rasterized once via a Python ray-casting script, no runtime fetch), with a Bengaluru marker in amber. Drag with a mouse or trackpad to rotate; momentum decays before auto-rotate resumes. Touch doesn't drag it. On the real homepage that used to swallow the swipe gesture that opens the résumé/life pages, so touch input is ignored here and the sphere just auto-rotates on its own.
On the real site this sits position:absolute, half-clipped by an overflow:hidden hero. Try dragging it here with a mouse: same drag-to-rotate code, just laid out inline for this card. On a touchscreen it only auto-rotates, same as production.
Hero Hover Glow
A radial blue bloom behind the hero content, faded in via :has() whenever the Galaxy Button (further down this page) is hovered or focused, pure CSS, no JS. It was originally a dark dimming effect, inverted into a bloom once the homepage itself went dark for a stretch, then left in place once the Galaxy Button moved off the homepage entirely and into the résumé nav. The selector simply never matches anymore; the CSS is still real and still correct, just permanently dormant on this page.
Forced visible here since its real trigger (hovering the Galaxy Button inside .hero) doesn't exist on this page anymore. See the :has() selector in the code below.
View code
.hero-hover-glow {
position: absolute;
inset: 0;
z-index: 0;
background: radial-gradient(120% 90% at 50% 65%, rgba(29, 78, 216, 0.28), transparent 70%);
opacity: 0;
transition: opacity 0.4s ease;
pointer-events: none;
}
@supports selector(:has(a)) {
.hero:has(.trigger-el:hover, .trigger-el:focus-visible) .hero-hover-glow {
opacity: 1;
}
}
Scroll Veil
A full-screen radial glow whose opacity tracked --scroll-progress, building visual anticipation as a visitor scrolled toward the (also deprecated) auto-navigate sentinel below the hero. Removed along with that whole scroll-to-enter mechanic once real visitors turned out not to commit to a long deliberate scroll. Nothing sets --scroll-progress anymore, so this permanently sits at opacity: 0.
View code
.scroll-veil {
position: fixed;
inset: 0;
z-index: 5;
background: radial-gradient(circle at 50% 100%, rgba(29, 78, 216, 0.4), transparent 70%);
opacity: var(--scroll-progress, 0); /* set by a scroll listener, 0 → 1 */
pointer-events: none;
}
Hints & Micro-interactions
Small, quiet signals: a lot of iteration on "just barely enough" for each of these.
Spotlight Text
A flashlight sweep: text is fully transparent at rest, and a small circle of full brightness follows the cursor via a mask-image radial-gradient tied to --spot-x/--spot-y. Two identical text layers (dim + bright) have to share every font metric: a weight mismatch between them is what "misaligned" looked like the one time it broke.
Move your cursor over the text. Try the dark-on-white demo card above too; the mask needs zero JS beyond setting --spot-x/--spot-y on pointermove.
View code
<a class="spotlight-text" href="/wherever">
<span class="spotlight-dim">Your text here.</span>
<span class="spotlight-bright" aria-hidden="true">Your text here.</span>
</a>
<style>
@property --spot-size {
syntax: "<length>";
inherits: true;
initial-value: 0px;
}
.spotlight-dim, .spotlight-bright { display: block; margin: 0; font: inherit; }
.spotlight-dim { color: transparent; } /* or var(--muted) if you want a faint fallback */
.spotlight-bright {
display: block;
position: absolute;
inset: 0;
color: #12181f;
pointer-events: none;
--spot-size: 0px;
transition: --spot-size 0.3s ease;
mask-image: radial-gradient(circle var(--spot-size) at var(--spot-x, 50%) var(--spot-y, 50%), black, black 55%, transparent 100%);
}
.spotlight-text:hover .spotlight-bright,
.spotlight-text:focus-visible .spotlight-bright { --spot-size: 140px; }
</style>
<script>
if (matchMedia("(hover: hover)").matches) {
el.addEventListener("pointermove", function (e) {
var r = el.getBoundingClientRect();
el.style.setProperty("--spot-x", (e.clientX - r.left) + "px");
el.style.setProperty("--spot-y", (e.clientY - r.top) + "px");
});
}
</script>
Page Corner
A fluttering folded-paper corner hinting at a page underneath. Two triangles clipped with clip-path: polygon(), the top one gently flutters via a rotate/scale keyframe and peels back further on hover.
View code
<a class="page-corner" href="/wherever" aria-label="Where this leads">
<span class="page-corner-back" aria-hidden="true"></span>
<span class="page-corner-front" aria-hidden="true"></span>
</a>
<style>
.page-corner { position: absolute; top: 0; right: 0; z-index: 3; width: 96px; height: 96px; text-decoration: none; cursor: pointer; }
.page-corner-back, .page-corner-front { position: absolute; inset: 0; clip-path: polygon(100% 0, 100% 100%, 0 0); transform-origin: 100% 0; }
.page-corner-back { background: #1c1430; box-shadow: 0 0 24px 6px rgba(110, 193, 255, 0.35); }
.page-corner-front {
background: #ffffff;
box-shadow: -6px 6px 16px rgba(20, 23, 28, 0.12);
animation: corner-flutter 5s ease-in-out infinite;
transition: transform 0.4s ease;
}
.page-corner:hover .page-corner-front,
.page-corner:focus-visible .page-corner-front { transform: scale(0.82) rotate(-8deg); }
@keyframes corner-flutter {
0%, 100% { transform: rotate(0deg) scale(1); }
50% { transform: rotate(-3deg) scale(0.97); }
}
@media (prefers-reduced-motion: reduce) {
.page-corner-front { animation: none; transform: rotate(-3deg) scale(0.94); }
}
</style>
Portal Orb
A small glowing dot, real link, whose label only appears on hover/focus: the label text is always in the DOM so screen readers announce it regardless of the opacity trick. Visual dot is 16px but the tap target is 44px via an invisible ::before overlay. Was the mobile counterpart to Page Corner.
View code
<a class="portal-orb" href="/wherever">
<span class="portal-orb-label">Where this leads</span>
</a>
<style>
.portal-orb {
position: absolute;
z-index: 3;
width: 16px; height: 16px;
border-radius: 50%;
background: #eaf4ff;
box-shadow: 0 0 0 4px rgba(234, 244, 255, 0.08), 0 0 22px 6px rgba(110, 193, 255, 0.65);
text-decoration: none;
cursor: pointer;
animation: orb-pulse 3.5s ease-in-out infinite;
transition: transform 0.3s ease, box-shadow 0.3s ease;
}
.portal-orb::before { content: ""; position: absolute; inset: -14px; } /* 44px tap target */
.portal-orb:hover, .portal-orb:focus-visible {
transform: scale(1.2);
box-shadow: 0 0 0 6px rgba(234, 244, 255, 0.1), 0 0 32px 10px rgba(110, 193, 255, 0.9);
}
.portal-orb-label {
position: absolute;
right: 50%;
bottom: 140%;
transform: translate(50%, 6px);
white-space: nowrap;
background: #1c1430;
border: 1px solid rgba(183, 155, 250, 0.35);
color: #eaf4ff;
font-size: 0.8rem;
font-weight: 600;
padding: 0.3rem 0.7rem;
border-radius: 999px;
opacity: 0;
pointer-events: none;
transition: opacity 0.25s ease, transform 0.25s ease;
}
.portal-orb:hover .portal-orb-label,
.portal-orb:focus-visible .portal-orb-label { opacity: 1; transform: translate(50%, 0); }
@keyframes orb-pulse {
0%, 100% { box-shadow: 0 0 0 4px rgba(234, 244, 255, 0.08), 0 0 22px 6px rgba(110, 193, 255, 0.65); }
50% { box-shadow: 0 0 0 4px rgba(234, 244, 255, 0.08), 0 0 28px 9px rgba(110, 193, 255, 0.85); }
}
@media (prefers-reduced-motion: reduce) {
.portal-orb { animation: none; }
.portal-orb:hover, .portal-orb:focus-visible { transform: none; }
}
</style>
Scroll Cue
A real link (never just a decorative hint; reduced-motion/keyboard/no-JS visitors need this to actually work), styled quietly with a bobbing arrow. The glass backdrop lives on the icon and the text separately, not on one shared pill around both: a follow-up fix after direct feedback that a single wrapper was covering more of the background behind it (the gap between icon and text included) than it needed to.
View code
<a class="scroll-cue" href="/wherever">
<svg width="20" height="20" viewBox="0 0 24 24" fill="none" aria-hidden="true">
<path d="M12 4v14M6 13l6 6 6-6" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"/>
</svg>
<span>keep going</span>
</a>
<style>
.scroll-cue {
position: absolute;
bottom: 1.5rem;
left: 50%;
transform: translateX(-50%);
z-index: 1;
display: flex;
flex-direction: column;
align-items: center;
gap: 0.35rem;
color: var(--muted, #5b6572);
font-size: 0.8rem;
text-decoration: none;
}
/* Two separate glass shapes, not one shared pill — the gap between the
icon and text has nothing worth protecting, so it stays clear. */
.scroll-cue svg, .scroll-cue span {
background: rgba(255, 255, 255, 0.45);
backdrop-filter: blur(6px);
}
.scroll-cue svg {
display: block;
/* The site's own global box-sizing:border-box would otherwise let the
svg's HTML width/height attributes win and shrink the icon to fit
inside this padding instead of growing around it. */
box-sizing: content-box;
padding: 6px;
border-radius: 50%;
animation: bob 1.8s ease-in-out infinite;
}
.scroll-cue span {
display: block;
padding: 0.25rem 0.6rem;
border-radius: 999px;
}
.scroll-cue:hover, .scroll-cue:focus-visible { color: var(--text, #14171c); }
@keyframes bob { 0%, 100% { transform: translateY(0); } 50% { transform: translateY(6px); } }
@media (prefers-reduced-motion: reduce) {
.scroll-cue svg { animation: none; }
}
</style>
Life Pull Button
A small dark circle that bulges seamlessly out of an edge rather than floating near it: the circle's own center sits exactly on the boundary, so only its left half ever renders; the boundary itself does the clipping, no clip-path needed. That silhouette is zero-width at the top and bottom and widest at the vertical middle. Exactly the shape I was asked for. This dot is also the exact starting point for the bubble-expand transition below: the two are one continuous idea, not a button plus an unrelated effect.
This card's own right edge stands in for the viewport's: the dot bulges out of this box the same way it bulges out of the real page.
View code
<a class="life-pull-btn" href="/wherever" aria-label="Pull to see the next page">
<svg viewBox="0 0 24 24" fill="none" aria-hidden="true">
<path d="M15 4L7 12l8 8" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"/>
</svg>
</a>
<style>
.life-pull-btn {
position: fixed;
top: 50%;
right: -20px; /* half the button's own width — centers it ON the edge */
transform: translateY(-50%);
z-index: 40;
display: flex;
align-items: center;
justify-content: flex-start;
padding-left: 2px; /* keeps the icon in the visible left half, not dead-center */
width: 40px;
height: 40px;
border-radius: 50%;
background: #12181f;
color: #e8eef7;
text-decoration: none;
box-shadow: 0 2px 14px rgba(0, 0, 0, 0.22);
transition: transform 0.25s ease, background 0.25s ease;
}
.life-pull-btn:hover, .life-pull-btn:focus-visible {
transform: translateY(-50%) scale(1.12);
background: #1a232e;
}
.life-pull-btn svg { width: 16px; height: 16px; flex-shrink: 0; }
</style>
Social Card Hover
The only interactive touch on /life/ itself, outside the shared cross-page buttons: hovering an Instagram card lifts it 2px and swaps its border to the personal theme's own accent blue. Nothing clever, just a plain transform + border-color transition, but it's the one place that page tells you something on the page is actually meant to be clicked, not just read.
View code
<div class="social-card">
<h2>Instagram</h2>
<p>Main account.</p>
<a class="handle" href="https://instagram.com/wherever">@handle</a>
</div>
<style>
.social-card {
background: var(--surface, #1a2332);
border: 1px solid var(--border, #263041);
border-radius: 16px;
padding: 1.5rem;
transition: border-color 0.18s ease, transform 0.18s ease;
}
.social-card:hover {
border-color: var(--accent, #6ec1ff);
transform: translateY(-2px);
}
.social-card a.handle {
text-decoration: none;
font-weight: 600;
font-size: 1.05rem;
}
.social-card a.handle::after {
content: " ↗";
font-weight: 400;
opacity: 0.6;
}
</style>
Dynamic Weight
Hovering the name bolds it: genuine variable-font interpolation (not synthetic bolding), which needed Fraunces' loaded weight range widened to 400–900 first. That's the entire trick: one :hover rule, one wider font-weight axis.
View code
<!-- needs a variable-font weight range loaded, e.g.: -->
<link href="https://fonts.googleapis.com/css2?family=Fraunces:wght@400..900&display=swap" rel="stylesheet">
<style>
.dynamic-weight {
transition: font-weight 0.3s ease;
}
.dynamic-weight:hover {
font-weight: 900;
}
</style>
Transitions
How you arrive somewhere matters as much as what's there.
Sitewide View Transition
Pure CSS, no JS. One @view-transition rule opts every same-origin navigation into the browser's native Cross-Document View Transitions API; the new page wipes up into view rather than a plain cross-fade. Disabled under reduced motion automatically. This exact rule is already active on the lab page you're reading right now.
(use the back button to return)
View code
@view-transition {
navigation: auto;
}
@keyframes reveal-old { to { opacity: 0.3; } }
@keyframes reveal-new {
from { clip-path: inset(100% 0 0 0); }
to { clip-path: inset(0 0 0 0); }
}
::view-transition-old(root) {
animation: reveal-old 0.45s cubic-bezier(0.2, 0.6, 0.2, 1) forwards;
}
::view-transition-new(root) {
animation: reveal-new 0.5s cubic-bezier(0.2, 0.6, 0.2, 1) forwards;
}
@media (prefers-reduced-motion: reduce) {
::view-transition-old(root), ::view-transition-new(root) { animation: none; }
}
Dissolve ("Thanos Snap")
Click the folded corner, the page fades to black, and a canvas of small squares (sampled per real content element, not one uniform grid) blows apart to the left before the actual navigation fires. Built after being deferred for months, then cut once I actually saw it running: the fuller version wasn't what I wanted after all.
dissolve.js toggles a .dissolving class on <html> itself: the fade spans the whole document, which is why this demo runs in its own iframe rather than inline on this page.
Globe: Focus-Zoom-to-Marker
An exit transition built into the Globe (above): spin the sphere to bring a specific marker to front-center (solved analytically from its lat/lng, not searched), then zoom the camera into it until its color fills the screen. A double-requestAnimationFrame guard makes sure the final frame actually paints before anything navigates (a real Chrome-only bug: it didn't wait for this without that guard). Two later fixes keep the huge marker crisp instead of blurry: the fragment shader's soft edge tightens as the marker grows (a fixed fraction of a tiny dot's radius is invisible, but the same fraction of a screen-filling circle is a visible soft ring), and the canvas itself renders at 4x its normal resolution for the duration of the zoom, since the CSS scale that blows the whole element up to cover the viewport otherwise has to stretch a much lower-resolution source than it needs to.
View code
// Inside globe.js: spin uAngleY to the analytically-solved angle that
// puts a fixed marker position at screen-center facing the camera —
// r.x = m·sin(θ+angleY), r.z = m·cos(θ+angleY), so r.x=0 (centered) and
// r.z maximized (front-facing) exactly when angleY = -atan2(x, z).
function angleToFrontMarker() {
var ct = Math.cos(tiltX), st = Math.sin(tiltX);
var px = markerPos[0];
var pz = markerPos[1] * st + markerPos[2] * ct;
var theta = Math.atan2(px, pz);
var base = -theta;
var twoPi = Math.PI * 2;
return base + Math.round((angleY - base) / twoPi) * twoPi; // shortest turn
}
window.globeFocusMarker = function (callback) {
focusFromAngle = angleY;
focusTargetAngle = angleToFrontMarker();
focusCallback = callback;
focusPhase = "spin"; // then "zoom" (shrinks camDist, grows the marker's
// own point size), then "held" (frozen, waits a
// double rAF before firing callback so the final
// frame is guaranteed to have painted)
};
Resume Wipe
A real full-viewport cover for the white handoff at the end of the Globe zoom above, not a fade on the globe's own canvas. Fading only the canvas used to reveal everything else still sitting in the hero (headline, subhead, glitter, the pull button, copyright) untouched, which showed up as "the landing page again for half a second" between the amber zoom and the actual navigation. This sits above everything else on the page and fades to opaque white on its own, so nothing is left showing through underneath it.
View code
<div class="resume-wipe" aria-hidden="true"></div>
<style>
.resume-wipe {
position: fixed;
inset: 0;
z-index: 950; /* above absolutely everything else on the page */
background: #ffffff;
opacity: 0;
pointer-events: none;
}
.resume-wipe-active {
transition: opacity 0.3s ease;
opacity: 1;
}
</style>
<script>
// Trigger this once whatever exit animation you're covering for has
// reached its final frame, then navigate after the fade completes.
var wipe = document.querySelector(".resume-wipe");
wipe.classList.add("resume-wipe-active");
setTimeout(function () {
window.location.href = "/wherever";
}, 320);
</script>
Life Wipe: Dot-to-Bubble
Click the Life Pull Button (above) or swipe left on the real homepage, and a circle grows from that exact dot until it covers the whole screen, then navigates. One clip-path: circle(), not a multi-property choreography: the center point never moves, so only the radius needs to animate, computed by hand as the distance from that center to whichever screen corner is farthest away, the same idea as clip-path's own farthest-corner keyword, worked out manually since a transition needs two real numbers to interpolate between, not a keyword on one end. An earlier version split a rectangular sweep across several @property-registered custom properties for independent timing; on a browser without @property support that silently stopped animating at all, reported directly as "the transition is very fast and unable to see it happening." A single circle radius needs no such registration.
Click the dot to expand, click again to collapse: the real site expands once and navigates instead of collapsing back.
View code
// Inside hero.js: keep the circle's rest state pinned to the button's
// own center so it genuinely starts as the dot, not a separate shape.
var lifeWipe = document.querySelector(".life-wipe");
var pullBtn = document.querySelector(".life-pull-btn");
function syncLifeWipe() {
var r = pullBtn.getBoundingClientRect();
var cx = r.left + r.width / 2;
var cy = r.top + r.height / 2;
var restR = Math.min(r.width, r.height) / 2;
lifeWipe.style.clipPath = "circle(" + restR + "px at " + cx + "px " + cy + "px)";
}
syncLifeWipe();
window.addEventListener("resize", syncLifeWipe);
function goToLife() {
syncLifeWipe();
lifeWipe.classList.add("life-wipe-active");
var r = pullBtn.getBoundingClientRect();
var cx = r.left + r.width / 2;
var cy = r.top + r.height / 2;
// Farthest-corner distance from the center — Pythagoras on whichever
// horizontal gap and whichever vertical gap is bigger.
var dx = Math.max(cx, window.innerWidth - cx);
var dy = Math.max(cy, window.innerHeight - cy);
var farthest = Math.sqrt(dx * dx + dy * dy);
lifeWipe.style.clipPath = "circle(" + farthest + "px at " + cx + "px " + cy + "px)";
setTimeout(function () {
window.location.href = "/wherever";
}, 700);
}