> ## Documentation Index
> Fetch the complete documentation index at: https://hyperframes.heygen.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Wireframe Portal Title

> A wireframe portal bursts open, the title comes through, then its letters swap into a second phrase.

export const InstallCommand = ({command, item}) => {
  const [copied, setCopied] = React.useState(false);
  const [tuned, setTuned] = React.useState("");
  React.useEffect(() => {
    if (!item) return;
    const read = () => {
      try {
        const raw = new URLSearchParams(window.location.search).get(`vars-${item}`);
        if (!raw) return setTuned("");
        const parsed = JSON.parse(raw);
        if (!parsed || typeof parsed !== "object" || Array.isArray(parsed)) return setTuned("");
        if (Object.keys(parsed).length === 0) return setTuned("");
        setTuned(` --vars '${JSON.stringify(parsed)}'`);
      } catch {
        setTuned("");
      }
    };
    read();
    window.addEventListener("hf-vars-changed", read);
    window.addEventListener("popstate", read);
    return () => {
      window.removeEventListener("hf-vars-changed", read);
      window.removeEventListener("popstate", read);
    };
  }, [item]);
  const fullCommand = `${command}${tuned}`;
  const copy = async () => {
    try {
      if (navigator.clipboard && window.isSecureContext) {
        await navigator.clipboard.writeText(fullCommand);
      } else {
        const previous = document.activeElement;
        const scratch = document.createElement("textarea");
        scratch.value = fullCommand;
        scratch.setAttribute("readonly", "");
        scratch.style.position = "fixed";
        scratch.style.opacity = "0";
        document.body.appendChild(scratch);
        scratch.select();
        document.execCommand("copy");
        document.body.removeChild(scratch);
        previous?.focus?.();
      }
      setCopied(true);
      setTimeout(() => setCopied(false), 2000);
    } catch {}
  };
  return <div className="hf-install-command not-prose my-4 flex items-stretch overflow-hidden rounded-xl border border-zinc-200 bg-zinc-50 dark:border-zinc-800 dark:bg-zinc-900">
      <code className="flex-1 overflow-x-auto whitespace-nowrap border-r border-zinc-200 px-4 py-3 font-mono text-sm text-zinc-800 dark:border-zinc-800 dark:text-zinc-100">
        {fullCommand}
      </code>
      <button type="button" onClick={copy} data-copied={copied ? "true" : "false"} aria-label={`Copy ${command} to the clipboard`} className="hf-install-copy">
        <svg className="hf-install-copy-clipboard" xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 18 18" fill="none" stroke="currentColor" strokeWidth="1.5" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
          <path d="M14.25 5.25H7.25C6.14543 5.25 5.25 6.14543 5.25 7.25V14.25C5.25 15.3546 6.14543 16.25 7.25 16.25H14.25C15.3546 16.25 16.25 15.3546 16.25 14.25V7.25C16.25 6.14543 15.3546 5.25 14.25 5.25Z" />
          <path d="M2.80103 11.998L1.77203 5.07397C1.61003 3.98097 2.36403 2.96397 3.45603 2.80197L10.38 1.77297C11.313 1.63397 12.19 2.16297 12.528 3.00097" />
        </svg>
        <svg className="hf-install-copy-check" xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 18 18" fill="none" stroke="currentColor" strokeWidth="2" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
          <path d="M2.75 9.5L6.5 13.25L15.25 4.5" />
        </svg>
      </button>
      <span className="hf-install-copy-status" role="status" aria-live="polite">
        {copied ? "Copied" : ""}
      </span>
    </div>;
};

export const CatalogSlot = ({slot, children}) => <div data-slot={slot} className="prose prose-gray dark:prose-invert">
    {children}
  </div>;

export const CatalogDetail = ({previewSrc, compositionId, compositionSrc, variables = [], title, description, meta = {}, about, attribution, rawUrl, video, poster, webgpu, needsFlag, hasCode, children}) => {
  const SHIKI = {
    punct: {
      color: "rgb(31, 35, 40)",
      "--shiki-dark": "#808080"
    },
    tag: {
      color: "rgb(17, 99, 41)",
      "--shiki-dark": "#569CD6"
    },
    attr: {
      color: "rgb(5, 80, 174)",
      "--shiki-dark": "#9CDCFE"
    },
    equals: {
      color: "rgb(31, 35, 40)",
      "--shiki-dark": "#D4D4D4"
    },
    value: {
      color: "rgb(10, 48, 105)",
      "--shiki-dark": "#CE9178"
    }
  };
  const CSS = `
.hf-ve {
  --ve-fg: #18181b;
  --ve-muted: #71717a;
  --ve-line: #e4e4e7;
  --ve-surface: #ffffff;
  --ve-sunken: #fafafa;
  --ve-hover: #f4f4f5;
  --ve-on-bg: #18181b;
  --ve-on-fg: #ffffff;
  --ve-ring: rgba(24, 24, 27, 0.14);
  --ve-danger: #b42318;
}
:where(html.dark) .hf-ve {
  --ve-fg: #f4f4f5;
  --ve-muted: #a1a1aa;
  --ve-line: #27272a;
  --ve-surface: #18181b;
  --ve-sunken: #131316;
  --ve-hover: #27272a;
  --ve-on-bg: #f4f4f5;
  --ve-on-fg: #18181b;
  --ve-ring: rgba(244, 244, 245, 0.2);
  --ve-danger: #ff9d95;
}

.hf-ve-tabs {
  display: inline-flex;
  gap: 2px;
  padding: 3px;
  border: 1px solid var(--ve-line);
  border-radius: 9999px;
  background: var(--ve-sunken);
}
.hf-ve-tab {
  padding: 4px 12px;
  border-radius: 9999px;
  font-size: 12px;
  font-weight: 500;
  color: var(--ve-muted);
  background: transparent;
}
.hf-ve-tab[data-on="true"] {
  color: var(--ve-fg);
  background: var(--ve-hover);
}
.hf-ve-tab:focus:not(:focus-visible) { outline: none; box-shadow: none; }
.hf-ve-tab:hover:not([data-on="true"]) { color: var(--ve-fg); }

/* Not a grid. A grid row is as tall as its tallest cell, so a five-line snippet
   sat in the preview's 16:9 box with 300px of dead area under it. The inactive
   pane is taken out of flow instead — and stretches left/right rather than to
   inset 0, so the iframe keeps its own height. An iframe resized on every tab
   switch reflows the composition running inside it. */
.hf-ve-frame { position: relative; }
.hf-ve-cell { min-width: 0; }
.hf-ve-cell[data-on="false"] {
  position: absolute;
  top: 0;
  left: 0;
  right: 0;
  visibility: hidden;
  pointer-events: none;
}
.hf-ve-preview {
  overflow: hidden;
  border: 1px solid var(--ve-line);
  border-radius: 12px;
}
/* CodeBlock carries the page margins (mt-5 mb-8) that separate it from prose,
   which is dead space inside a tab. Element plus two classes out-specifies a
   Tailwind utility without !important. */
.hf-ve-cell > div.code-block { margin: 0; }
/* The snippet wraps; the source does not.
   A value the reader has to read in full should not hide half of itself off the
   right edge, so the snippet pane wraps — what \`\`\`html wrap does for a fence.
   The width reset is the half that matters: the block's own <code> is sized to
   max-content, and content that never meets an edge never wraps.
   Source is left to scroll sideways like every other code block on the site.
   Wrapping it breaks its indentation, and a comment paragraph re-flowed to a
   narrow column reads worse than one the reader can scroll. */
.hf-ve-snippet .shiki,
.hf-ve-snippet .shiki code {
  white-space: pre-wrap;
  overflow-wrap: anywhere;
}
/* A composition source runs to several hundred lines, and an un-capped tab
   pushes the Customize panel off the screen. The cap goes on the scroll box
   rather than the block, so the filename and its copy button stay put; and it
   is a max-height, so a short source still hugs its own content and the dead
   area under it stays gone. */
.hf-ve-cell .code-block pre {
  max-height: 460px;
  overflow: auto;
}
/* Four classes deep because the rule being answered is three
   (\`html:not(.dark) .codeblock-light pre.shiki code\`), and a shorter selector
   silently loses to it. */
.hf-ve .hf-ve-snippet .code-block pre.shiki code {
  width: auto;
  min-width: 0;
}

.hf-ve-panel {
  margin-top: 12px;
  border: 1px solid var(--ve-line);
  border-radius: 12px;
}
.hf-ve-head {
  display: flex;
  align-items: center;
  justify-content: space-between;
  padding: 8px 16px;
  border-bottom: 1px solid var(--ve-line);
}
.hf-ve-title {
  font-size: 11px;
  font-weight: 600;
  letter-spacing: 0.06em;
  text-transform: uppercase;
  color: var(--ve-muted);
}
.hf-ve-grid {
  display: grid;
  gap: 16px 28px;
  padding: 16px;
}
@media (min-width: 640px) {
  .hf-ve-grid { grid-template-columns: 1fr 1fr; }
}
.hf-ve-row {
  display: flex;
  align-items: baseline;
  justify-content: space-between;
  gap: 12px;
  margin-bottom: 6px;
}
.hf-ve-label { font-size: 14px; font-weight: 500; color: var(--ve-fg); }
.hf-ve-value {
  font-family: ui-monospace, SFMono-Regular, Menlo, monospace;
  font-size: 12px;
  font-variant-numeric: tabular-nums;
  color: var(--ve-muted);
}
.hf-ve-desc {
  margin: 6px 0 0;
  font-size: 12px;
  line-height: 1.45;
  color: var(--ve-muted);
}

.hf-ve-btn {
  padding: 4px 10px;
  border: 1px solid transparent;
  border-radius: 8px;
  font-size: 12px;
  font-weight: 500;
  color: var(--ve-muted);
  background: transparent;
}
.hf-ve-btn:hover:not(:disabled) { color: var(--ve-fg); background: var(--ve-hover); }
.hf-ve-btn:disabled { opacity: 0.4; cursor: default; }

.hf-ve-field {
  width: 100%;
  height: 36px;
  padding: 0 12px;
  border: 1px solid var(--ve-line);
  border-radius: 8px;
  font-size: 14px;
  line-height: 1.4;
  color: var(--ve-fg);
  background: var(--ve-surface);
}
.hf-ve-field::placeholder { color: var(--ve-muted); }
.hf-ve-mono { font-family: ui-monospace, SFMono-Regular, Menlo, monospace; font-size: 13px; }

/* Focus, once, for every control here. A ring outside the border rather than a
   border colour alone: the border already carries the resting state, so
   recolouring it is a change a reader can miss. Nothing shifts, because the
   ring is a shadow. :focus-visible, so a pointer click does not light it up. */
.hf-ve-field:focus-visible,
.hf-ve-seg-btn:focus-visible,
.hf-ve-tab:focus-visible,
.hf-ve-btn:focus-visible,
.hf-ve-switch:focus-visible,
.hf-ve-swatch:focus-visible {
  outline: none;
  border-color: var(--ve-on-bg);
  box-shadow: 0 0 0 3px var(--ve-ring);
}
/* A range is a track, and ringing the track rings a pill the width of the
   panel. The thumb is the part that has focus, so the thumb is what says so. */
.hf-ve-range:focus-visible { outline: none; }
.hf-ve-range:focus-visible::-webkit-slider-thumb { box-shadow: 0 0 0 4px var(--ve-ring); }
.hf-ve-range:focus-visible::-moz-range-thumb { box-shadow: 0 0 0 4px var(--ve-ring); }
/* Safari still fires :focus for a click on a button, so the pair is kept. */
.hf-ve-field:focus { outline: none; border-color: var(--ve-on-bg); }

/* The enum branch above sends anything past four options here. No shipped item
   does today (every enum in the registry has two to four), so this is styled to
   the point of not looking foreign and no further — the chevron is one neutral
   grey rather than a per-theme pair, because a data URI cannot read a token. */
.hf-ve-select {
  appearance: none;
  -webkit-appearance: none;
  padding-right: 34px;
  background-image: url("data:image/svg+xml;charset=utf-8,%3Csvg xmlns='http://www.w3.org/2000/svg' width='16' height='16' fill='none' stroke='%2389898f' stroke-width='2' stroke-linecap='round' stroke-linejoin='round'%3E%3Cpath d='m4 6 4 4 4-4'/%3E%3C/svg%3E");
  background-repeat: no-repeat;
  background-position: right 10px center;
  cursor: pointer;
}

.hf-ve-seg {
  display: flex;
  padding: 2px;
  border: 1px solid var(--ve-line);
  border-radius: 8px;
}
.hf-ve-seg-btn {
  flex: 1;
  padding: 4px 8px;
  border-radius: 6px;
  font-size: 12px;
  font-weight: 500;
  color: var(--ve-muted);
  background: transparent;
}
.hf-ve-seg-btn:hover:not([data-on="true"]) { color: var(--ve-fg); background: var(--ve-hover); }
.hf-ve-seg-btn[data-on="true"] { color: var(--ve-on-fg); background: var(--ve-on-bg); }

/* A range, rebuilt. \`accent-color\` alone leaves the platform's hairline track,
   which reads as an unstyled browser part next to everything else here. Each
   engine names its parts differently and shares none of them, so the same
   track and thumb are written twice; a selector either engine cannot parse
   drops the whole rule, which is why they are never grouped. */
.hf-ve-range {
  width: 100%;
  height: 20px;
  appearance: none;
  -webkit-appearance: none;
  border: 0;
  border-radius: 9999px;
  background: transparent;
  cursor: pointer;
}
/* --ve-fill is set per render: painting progress on a native track means a
   two-stop gradient, and only the component knows where the value sits. */
.hf-ve-range::-webkit-slider-runnable-track {
  height: 6px;
  border-radius: 9999px;
  background: linear-gradient(
    to right,
    var(--ve-on-bg) var(--ve-fill, 0%),
    var(--ve-line) var(--ve-fill, 0%)
  );
}
.hf-ve-range::-webkit-slider-thumb {
  -webkit-appearance: none;
  width: 16px;
  height: 16px;
  margin-top: -5px;
  border: 2px solid var(--ve-on-bg);
  border-radius: 9999px;
  background: var(--ve-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.14);
}
.hf-ve-range::-moz-range-track { height: 6px; border-radius: 9999px; background: var(--ve-line); }
.hf-ve-range::-moz-range-progress { height: 6px; border-radius: 9999px; background: var(--ve-on-bg); }
.hf-ve-range::-moz-range-thumb {
  width: 16px;
  height: 16px;
  border: 2px solid var(--ve-on-bg);
  border-radius: 9999px;
  background: var(--ve-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.14);
}
/* Hover reads on the part being aimed at rather than on the whole strip: a
   track that darkens under the pointer says "click me and the thumb comes
   here", which is what a native range actually does. */
.hf-ve-range:hover::-webkit-slider-thumb { border-color: var(--ve-fg); }
.hf-ve-range:hover::-moz-range-thumb { border-color: var(--ve-fg); }

/* The number control, and the three things it used to leave unsaid.
 *
 * It could not say where the range ends, so a reader dragging \`stroke_width\`
 * had no idea whether 12 was nearly nothing or nearly everything: the ends now
 * carry min and max.
 *
 * It could not say where the author left the knob, which is the one reference
 * point a panel built around deviating from the author's choice needs: a mark
 * on the track is the default, and a double click puts the value back on it.
 *
 * And it printed the value in the label row, a fixed distance from a thumb that
 * moves, so reading a drag meant looking in two places at once. The value rides
 * the thumb instead.
 *
 * Still a real <input type="range">. Every custom slider on the web reimplements
 * keyboard stepping, touch, and the screen-reader contract, and most of them do
 * one of the three badly; none of what is added here needed the element
 * replaced. Nothing moves that a finger is not moving: the value tracks the
 * pointer because it is the pointer's own readout, and the only transition is
 * the colour one every other control here shares. */
.hf-ve-slider {
  display: grid;
  gap: 1px;
}
.hf-ve-ruler {
  position: relative;
  height: 17px;
  font-family: ui-monospace, SFMono-Regular, Menlo, monospace;
  font-size: 11px;
  font-variant-numeric: tabular-nums;
  line-height: 17px;
  color: var(--ve-muted);
}
.hf-ve-bound {
  position: absolute;
  top: 0;
}
.hf-ve-bound[data-end="min"] { left: 0; }
.hf-ve-bound[data-end="max"] { right: 0; }
/* An end steps aside rather than being overprinted by the value arriving on
   top of it. Visibility, not opacity: there is no fade here, the label is
   either the thing being read or it is out of the way. */
.hf-ve-ruler[data-near="min"] .hf-ve-bound[data-end="min"],
.hf-ve-ruler[data-near="max"] .hf-ve-bound[data-end="max"] {
  visibility: hidden;
}
/* translateX is centring, not motion: the readout is as wide as its own digits
   and has to hang half of that either side of the thumb. */
.hf-ve-readout {
  position: absolute;
  top: 0;
  left: calc(var(--ve-fill, 0%) + var(--ve-fill-nudge, 0px));
  transform: translateX(-50%);
  color: var(--ve-fg);
  font-weight: 600;
  white-space: nowrap;
}
.hf-ve-track {
  position: relative;
  display: block;
}
.hf-ve-range { display: block; }
.hf-ve-default {
  position: absolute;
  top: 5px;
  left: calc(var(--ve-default, 50%) + var(--ve-default-nudge, 0px));
  width: 2px;
  height: 10px;
  margin-left: -1px;
  border-radius: 1px;
  background: var(--ve-muted);
  pointer-events: none;
}

/* A switch, for the boolean type. It used to fall through to the text input at
   the end of control(), which asked the reader to type the word "true". */
.hf-ve-switch {
  display: inline-flex;
  align-items: center;
  width: 40px;
  height: 24px;
  padding: 2px;
  border: 1px solid var(--ve-line);
  border-radius: 9999px;
  background: var(--ve-sunken);
  cursor: pointer;
}
.hf-ve-switch[data-on="true"] { border-color: var(--ve-on-bg); background: var(--ve-on-bg); }
.hf-ve-switch-dot {
  width: 18px;
  height: 18px;
  border-radius: 9999px;
  background: var(--ve-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.18);
}
.hf-ve-switch[data-on="true"] .hf-ve-switch-dot {
  background: var(--ve-on-fg);
  transform: translateX(16px);
}

/* The SVG import control: the same text field, with a way to fill it.
 *
 * The whole block is the drop target, not just the field, so a file let go over
 * the button lands too. It says so by taking the same border colour a focused
 * field takes, which is the one feedback channel this panel has left.
 *
 * A bare <input type="file"> is unlabelled, unstyleable and reads as "No file
 * chosen" next to controls that carry their own value, so the real input is
 * taken out of the layout and the tab order and a button in front of it is what
 * a reader sees and what a keyboard reaches. Hidden with size and opacity
 * rather than display:none, because an input that is not rendered at all is one
 * some browsers decline to open a picker for. */
.hf-ve-drop {
  display: grid;
  gap: 8px;
}
.hf-ve-drop[data-over="true"] .hf-ve-dropzone {
  border-color: var(--ve-on-bg);
  border-style: solid;
}

/* The import is the action almost everyone wants: a reader arrives with a
   shape, not with path data. A dashed target reads as "put a file here" on
   sight, where a button beneath a field of coordinates read as an afterthought
   to the coordinates. */
.hf-ve-dropzone {
  display: grid;
  justify-items: center;
  gap: 6px;
  padding: 18px 12px;
  border: 1px dashed var(--ve-line);
  border-radius: 10px;
  background: var(--ve-surface);
  text-align: center;
}
.hf-ve-dropzone .hf-ve-btn {
  padding: 7px 16px;
  font-size: 13px;
  color: var(--ve-fg);
  border-color: var(--ve-line);
  background: var(--ve-bg);
}
.hf-ve-dropzone .hf-ve-btn:hover:not(:disabled) { background: var(--ve-hover); }

/* Path data stays reachable, but a reader has to ask for it. A native details
   element rather than our own toggle, so it opens with the keyboard and is
   announced as expandable without any wiring. */
.hf-ve-advanced > summary {
  font-size: 12px;
  color: var(--ve-muted);
  cursor: pointer;
  list-style: none;
  padding: 2px 0;
}
.hf-ve-advanced > summary::-webkit-details-marker { display: none; }
.hf-ve-advanced > summary::before { content: "▸ "; }
.hf-ve-advanced[open] > summary::before { content: "▾ "; }
.hf-ve-advanced > summary:hover { color: var(--ve-fg); }
.hf-ve-advanced .hf-ve-field { margin-top: 6px; }
.hf-ve-file {
  position: absolute;
  width: 1px;
  height: 1px;
  opacity: 0;
  pointer-events: none;
}
.hf-ve-note {
  margin: 0;
  min-width: 0;
  font-size: 12px;
  line-height: 1.4;
  color: var(--ve-muted);
}
.hf-ve-note[data-tone="error"] { color: var(--ve-danger); }
.hf-ve-note[data-tone="ok"] { color: var(--ve-fg); }

.hf-ve-swatch {
  width: 40px;
  height: 32px;
  flex-shrink: 0;
  padding: 2px;
  border: 1px solid var(--ve-line);
  border-radius: 8px;
  background: var(--ve-surface);
  cursor: pointer;
}

/* Nothing here moves.
 *
 * A press-down scale on every button and field, a scale-in on the tab panes, a
 * springing switch knob and a growing slider thumb were all flourish: the
 * control had already told you what it did by changing colour, and the motion
 * was a second, slower answer to a question already settled. What is left is
 * one colour transition, short enough to read as immediate and long enough not
 * to flicker. A control here may change colour; it does not move.
 *
 * Which is also why there is no prefers-reduced-motion block any more. There is
 * no motion left to reduce. */
.hf-ve-tint {
  transition:
    background-color 100ms ease,
    border-color 100ms ease,
    color 100ms ease;
}

.hf-ve-head-title { margin: 8px 0 28px; }
.hf-ve-head-title h1 { margin: 0; font-size: 44px; line-height: 1.1; font-weight: 700; letter-spacing: -0.02em; color: var(--ve-fg); }
.hf-ve-head-title p { margin: 12px 0 0; font-size: 18px; line-height: 1.5; color: var(--ve-muted); max-width: 70ch; }
@media (max-width: 640px) { .hf-ve-head-title h1 { font-size: 32px; } }
/* Item page anatomy: bar, stage beside Tune, tabs, tab body. */
.hf-ve-bar {
  display: flex;
  flex-wrap: wrap;
  align-items: center;
  justify-content: space-between;
  gap: 12px 20px;
  margin-bottom: 16px;
}
.hf-ve-meta {
  display: flex;
  flex-wrap: wrap;
  align-items: baseline;
  gap: 6px 18px;
  font-size: 14px;
  color: var(--ve-muted);
}
.hf-ve-meta b { color: var(--ve-fg); font-weight: 600; }
.hf-ve-badge {
  padding: 2px 10px;
  border-radius: 9999px;
  font-size: 12px;
  background: var(--ve-hover);
}
.hf-ve-actions { display: flex; flex-wrap: wrap; gap: 8px; }
.hf-ve-action {
  display: inline-grid;
  align-items: center;
  justify-items: center;
  padding: 8px 14px;
  border-radius: 10px;
  font-size: 14px;
  font-weight: 500;
  color: var(--ve-fg);
  background: var(--ve-hover);
  text-decoration: none;
  border: 0;
  cursor: pointer;
}
.hf-ve-action-label { grid-area: 1 / 1; }
.hf-ve-action-label[data-shown="false"] { visibility: hidden; }
.hf-ve-action:hover:not(:disabled) { background: var(--ve-line); }
.hf-ve-action:disabled { opacity: 0.4; cursor: default; }
.hf-ve-tune-foot .hf-ve-action { justify-content: center; white-space: nowrap; }
.hf-ve-action[data-primary="true"] { color: var(--ve-on-fg); background: var(--ve-on-bg); }
.hf-ve-action[data-primary="true"]:hover:not(:disabled) { background: var(--ve-on-bg); opacity: 0.88; }
.hf-ve-main { display: grid; gap: 16px; grid-template-columns: minmax(0, 1fr); }
@media (min-width: 1024px) {
  .hf-ve-main[data-tune="true"] { grid-template-columns: minmax(0, 1fr) 340px; }
}
.hf-ve-stage {
  overflow: hidden;
  border: 1px solid var(--ve-line);
  border-radius: 14px;
  background: var(--ve-surface);
}
.hf-ve-stage .hf-ve-preview { border: 0; border-radius: 0; }
.hf-ve-caption { padding: 10px 16px; font-size: 13px; color: var(--ve-muted); }
.hf-ve-caption span + span { margin-left: 16px; }
.hf-ve-tune {
  position: relative;
  min-height: 320px;
  border: 1px solid var(--ve-line);
  border-radius: 14px;
  background: var(--ve-surface);
}
.hf-ve-tune-inner { display: flex; flex-direction: column; max-height: 520px; }
@media (min-width: 1024px) {
  .hf-ve-tune-inner { position: absolute; inset: 0; max-height: none; }
}
.hf-ve-tune-head {
  display: flex;
  align-items: baseline;
  gap: 8px;
  padding: 14px 16px;
  border-bottom: 1px solid var(--ve-line);
  font-weight: 600;
}
.hf-ve-tune-head small { font-weight: 400; font-size: 13px; color: var(--ve-muted); }
.hf-ve-tune-list {
  flex: 1;
  min-height: 0;
  overflow: auto;
  overscroll-behavior: contain;
  display: grid;
  gap: 16px;
  padding: 16px;
  align-content: start;
  mask-image: linear-gradient(to bottom, transparent 0, #000 12px, #000 calc(100% - 12px), transparent 100%);
}
.hf-ve-tune-foot {
  display: grid;
  grid-template-columns: repeat(auto-fit, minmax(120px, 1fr));
  gap: 8px;
  padding: 16px;
  border-top: 1px solid var(--ve-line);
}
.hf-ve-tabs-row { margin: 20px 0 0 16px; }
.hf-ve-tabs-row .hf-ve-tab { padding: 6px 16px; font-size: 14px; }
.hf-ve-tabs-row .hf-ve-tab small { margin-left: 6px; font-weight: 400; opacity: 0.7; }
.hf-ve-body { padding: 2rem 0 0 16px; }
.hf-ve-install { margin: 0 0 28px; }
.hf-ve-install-title { margin: 0 0 12px; font-size: 24px; line-height: 1.3; font-weight: 600; letter-spacing: -0.01em; color: var(--ve-fg); }
.hf-ve-about h3 { margin: 0 0 8px; font-size: 16px; font-weight: 600; }
.hf-ve-about p { margin: 0 0 12px; line-height: 1.6; max-width: 72ch; }
.hf-ve-about .hf-ve-attr { font-size: 14px; color: var(--ve-muted); }
.hf-ve-about .hf-ve-attr a { color: var(--ve-fg); text-decoration: underline; }
.hf-ve-body-pane[hidden] { display: none; }
.hf-ve-slots > [data-slot] { display: none; }
.hf-ve-slots[data-tab="code"] > [data-slot="code"],
.hf-ve-slots[data-tab="docs"] > [data-slot="docs"] { display: block; }
.hf-ve-body-pane .code-block pre,
.hf-ve-slots [data-slot="code"] pre { max-height: 560px; overflow: auto; }
@media (max-width: 640px) {
  .hf-ve-actions { width: 100%; }
  .hf-ve-action { flex: 1 1 calc(50% - 8px); justify-content: center; }
}

`;
  const isSvgPathData = value => typeof value === "string" && (/^\s*[Mm]\s*-?[\d.]/).test(value);
  const parsePathData = d => {
    const source = String(d);
    const arity = {
      M: 2,
      L: 2,
      H: 1,
      V: 1,
      C: 6,
      S: 4,
      Q: 4,
      T: 2,
      A: 7,
      Z: 0
    };
    const commands = [];
    let at = 0;
    let code = "";
    const separator = () => {
      while (at < source.length && (/[\s,]/).test(source[at])) at += 1;
    };
    const digits = () => {
      while (at < source.length && source[at] >= "0" && source[at] <= "9") at += 1;
    };
    const number = () => {
      separator();
      const start = at;
      if (source[at] === "+" || source[at] === "-") at += 1;
      digits();
      if (source[at] === ".") {
        at += 1;
        digits();
      }
      if (source[at] === "e" || source[at] === "E") {
        at += 1;
        if (source[at] === "+" || source[at] === "-") at += 1;
        digits();
      }
      const text = source.slice(start, at);
      const value = Number(text);
      if (text === "" || !Number.isFinite(value)) {
        throw new Error(`expected a number at character ${start + 1}`);
      }
      return value;
    };
    const flag = () => {
      separator();
      const character = source[at];
      if (character !== "0" && character !== "1") {
        throw new Error(`expected an arc flag at character ${at + 1}`);
      }
      at += 1;
      return Number(character);
    };
    separator();
    while (at < source.length) {
      const character = source[at];
      if ((/[a-zA-Z]/).test(character)) {
        if (arity[character.toUpperCase()] === undefined) {
          throw new Error(`unknown command "${character}"`);
        }
        code = character;
        at += 1;
      } else if (code === "") {
        throw new Error("path data must open with a command");
      } else if (code === "M" || code === "m") {
        code = code === "M" ? "L" : "l";
      } else if (code === "Z" || code === "z") {
        throw new Error(`expected a command at character ${at + 1}`);
      }
      const letter = code.toUpperCase();
      const args = [];
      if (letter === "A") {
        args.push(number(), number(), number(), flag(), flag(), number(), number());
      } else {
        for (let taken = 0; taken < arity[letter]; taken += 1) args.push(number());
      }
      commands.push({
        code,
        args
      });
      separator();
    }
    if (commands.length === 0) throw new Error("path data is empty");
    return commands;
  };
  const normalisePathData = commands => {
    const out = [];
    let x = 0;
    let y = 0;
    let startX = 0;
    let startY = 0;
    let cubicControl = null;
    let quadraticControl = null;
    for (const {code, args} of commands) {
      const letter = code.toUpperCase();
      const relative = code !== letter;
      const dx = relative ? x : 0;
      const dy = relative ? y : 0;
      const pairs = values => {
        const mapped = [];
        for (let index = 0; index + 1 < values.length; index += 2) {
          mapped.push(values[index] + dx, values[index + 1] + dy);
        }
        return mapped;
      };
      let nextCubic = null;
      let nextQuadratic = null;
      if (letter === "M") {
        const [px, py] = pairs(args);
        out.push({
          code: "M",
          args: [px, py]
        });
        x = px;
        y = py;
        startX = px;
        startY = py;
      } else if (letter === "L") {
        const [px, py] = pairs(args);
        out.push({
          code: "L",
          args: [px, py]
        });
        x = px;
        y = py;
      } else if (letter === "H") {
        x = args[0] + dx;
        out.push({
          code: "L",
          args: [x, y]
        });
      } else if (letter === "V") {
        y = args[0] + dy;
        out.push({
          code: "L",
          args: [x, y]
        });
      } else if (letter === "C") {
        const points = pairs(args);
        out.push({
          code: "C",
          args: points
        });
        nextCubic = [points[2], points[3]];
        x = points[4];
        y = points[5];
      } else if (letter === "S") {
        const points = pairs(args);
        const first = cubicControl ? [2 * x - cubicControl[0], 2 * y - cubicControl[1]] : [x, y];
        out.push({
          code: "C",
          args: [...first, ...points]
        });
        nextCubic = [points[0], points[1]];
        x = points[2];
        y = points[3];
      } else if (letter === "Q") {
        const points = pairs(args);
        out.push({
          code: "Q",
          args: points
        });
        nextQuadratic = [points[0], points[1]];
        x = points[2];
        y = points[3];
      } else if (letter === "T") {
        const points = pairs(args);
        const control = quadraticControl ? [2 * x - quadraticControl[0], 2 * y - quadraticControl[1]] : [x, y];
        out.push({
          code: "Q",
          args: [...control, ...points]
        });
        nextQuadratic = control;
        x = points[0];
        y = points[1];
      } else if (letter === "A") {
        const endX = args[5] + dx;
        const endY = args[6] + dy;
        out.push(...arcToCubics(x, y, args[0], args[1], args[2], args[3], args[4], endX, endY));
        x = endX;
        y = endY;
      } else if (letter === "Z") {
        out.push({
          code: "Z",
          args: []
        });
        x = startX;
        y = startY;
      }
      cubicControl = nextCubic;
      quadraticControl = nextQuadratic;
    }
    return out;
  };
  const arcToCubics = (x1, y1, rx, ry, rotation, largeArc, sweep, x2, y2) => {
    if (x1 === x2 && y1 === y2) return [];
    let radiusX = Math.abs(rx);
    let radiusY = Math.abs(ry);
    if (radiusX === 0 || radiusY === 0) return [{
      code: "L",
      args: [x2, y2]
    }];
    const phi = rotation * Math.PI / 180;
    const cosPhi = Math.cos(phi);
    const sinPhi = Math.sin(phi);
    const midX = (x1 - x2) / 2;
    const midY = (y1 - y2) / 2;
    const primeX = cosPhi * midX + sinPhi * midY;
    const primeY = -sinPhi * midX + cosPhi * midY;
    const oversize = primeX * primeX / (radiusX * radiusX) + primeY * primeY / (radiusY * radiusY);
    if (oversize > 1) {
      const grow = Math.sqrt(oversize);
      radiusX *= grow;
      radiusY *= grow;
    }
    const denominator = radiusX * radiusX * primeY * primeY + radiusY * radiusY * primeX * primeX;
    const numerator = radiusX * radiusX * radiusY * radiusY - radiusX * radiusX * primeY * primeY - radiusY * radiusY * primeX * primeX;
    const factor = (largeArc === sweep ? -1 : 1) * Math.sqrt(Math.max(0, numerator) / denominator);
    const centrePrimeX = factor * radiusX * primeY / radiusY;
    const centrePrimeY = -factor * radiusY * primeX / radiusX;
    const centreX = cosPhi * centrePrimeX - sinPhi * centrePrimeY + (x1 + x2) / 2;
    const centreY = sinPhi * centrePrimeX + cosPhi * centrePrimeY + (y1 + y2) / 2;
    const angle = (ux, uy, vx, vy) => {
      const length = Math.hypot(ux, uy) * Math.hypot(vx, vy);
      const cosine = length === 0 ? 1 : Math.min(1, Math.max(-1, (ux * vx + uy * vy) / length));
      return (ux * vy - uy * vx < 0 ? -1 : 1) * Math.acos(cosine);
    };
    const fromX = (primeX - centrePrimeX) / radiusX;
    const fromY = (primeY - centrePrimeY) / radiusY;
    const toX = (-primeX - centrePrimeX) / radiusX;
    const toY = (-primeY - centrePrimeY) / radiusY;
    const start = angle(1, 0, fromX, fromY);
    let sweptAngle = angle(fromX, fromY, toX, toY);
    if (!sweep && sweptAngle > 0) sweptAngle -= 2 * Math.PI;
    if (sweep && sweptAngle < 0) sweptAngle += 2 * Math.PI;
    const steps = Math.max(1, Math.ceil(Math.abs(sweptAngle) / (Math.PI / 2)));
    const step = sweptAngle / steps;
    const handle = 4 / 3 * Math.tan(step / 4);
    const at = t => [centreX + radiusX * Math.cos(t) * cosPhi - radiusY * Math.sin(t) * sinPhi, centreY + radiusX * Math.cos(t) * sinPhi + radiusY * Math.sin(t) * cosPhi];
    const slope = t => [-radiusX * Math.sin(t) * cosPhi - radiusY * Math.cos(t) * sinPhi, -radiusX * Math.sin(t) * sinPhi + radiusY * Math.cos(t) * cosPhi];
    const out = [];
    for (let index = 0; index < steps; index += 1) {
      const from = start + index * step;
      const to = from + step;
      const [ax, ay] = at(from);
      const [bx, by] = at(to);
      const [aSlopeX, aSlopeY] = slope(from);
      const [bSlopeX, bSlopeY] = slope(to);
      out.push({
        code: "C",
        args: [ax + handle * aSlopeX, ay + handle * aSlopeY, bx - handle * bSlopeX, by - handle * bSlopeY, bx, by]
      });
    }
    const last = out[out.length - 1];
    last.args[4] = x2;
    last.args[5] = y2;
    return out;
  };
  const transformPathData = (segments, matrix) => segments.map(({code, args}) => {
    const moved = [];
    for (let index = 0; index + 1 < args.length; index += 2) {
      const x = args[index];
      const y = args[index + 1];
      moved.push(matrix.a * x + matrix.c * y + matrix.e, matrix.b * x + matrix.d * y + matrix.f);
    }
    return {
      code,
      args: moved
    };
  });
  const fitMatrix = (source, target) => {
    const chosen = Math.min(target.width / source.width, target.height / source.height);
    const scale = Number.isFinite(chosen) && chosen > 0 ? chosen : 1;
    return {
      a: scale,
      b: 0,
      c: 0,
      d: scale,
      e: target.x + target.width / 2 - (source.x + source.width / 2) * scale,
      f: target.y + target.height / 2 - (source.y + source.height / 2) * scale
    };
  };
  const printPathData = segments => segments.map(({code, args}) => {
    if (args.length === 0) return code;
    const numbers = args.map(value => {
      const rounded = Math.round(value * 100) / 100;
      return String(Object.is(rounded, -0) ? 0 : rounded);
    });
    return `${code} ${numbers.join(" ")}`;
  }).join(" ");
  const shapePathData = (tag, attrs) => {
    const number = (name, fallback = 0) => {
      const value = parseFloat(attrs[name]);
      return Number.isFinite(value) ? value : fallback;
    };
    if (tag === "path") {
      const d = typeof attrs.d === "string" ? attrs.d.trim() : "";
      return d === "" ? null : d;
    }
    if (tag === "rect") {
      const width = number("width");
      const height = number("height");
      if (!(width > 0) || !(height > 0)) return null;
      const x = number("x");
      const y = number("y");
      const declaredX = parseFloat(attrs.rx);
      const declaredY = parseFloat(attrs.ry);
      const rawX = Number.isFinite(declaredX) ? declaredX : declaredY;
      const rawY = Number.isFinite(declaredY) ? declaredY : declaredX;
      const rx = Math.min(Math.max(Number.isFinite(rawX) ? rawX : 0, 0), width / 2);
      const ry = Math.min(Math.max(Number.isFinite(rawY) ? rawY : 0, 0), height / 2);
      if (rx === 0 || ry === 0) {
        return `M ${x} ${y} H ${x + width} V ${y + height} H ${x} Z`;
      }
      return [`M ${x + rx} ${y}`, `H ${x + width - rx}`, `A ${rx} ${ry} 0 0 1 ${x + width} ${y + ry}`, `V ${y + height - ry}`, `A ${rx} ${ry} 0 0 1 ${x + width - rx} ${y + height}`, `H ${x + rx}`, `A ${rx} ${ry} 0 0 1 ${x} ${y + height - ry}`, `V ${y + ry}`, `A ${rx} ${ry} 0 0 1 ${x + rx} ${y}`, "Z"].join(" ");
    }
    if (tag === "circle" || tag === "ellipse") {
      const rx = tag === "circle" ? number("r") : number("rx");
      const ry = tag === "circle" ? number("r") : number("ry");
      if (!(rx > 0) || !(ry > 0)) return null;
      const cx = number("cx");
      const cy = number("cy");
      return [`M ${cx - rx} ${cy}`, `A ${rx} ${ry} 0 1 0 ${cx + rx} ${cy}`, `A ${rx} ${ry} 0 1 0 ${cx - rx} ${cy}`, "Z"].join(" ");
    }
    if (tag === "line") {
      const x1 = number("x1");
      const y1 = number("y1");
      const x2 = number("x2");
      const y2 = number("y2");
      if (x1 === x2 && y1 === y2) return null;
      return `M ${x1} ${y1} L ${x2} ${y2}`;
    }
    if (tag === "polyline" || tag === "polygon") {
      const values = String(attrs.points ?? "").trim().split(/[\s,]+/).map(Number).filter(value => Number.isFinite(value));
      if (values.length < 4) return null;
      const steps = [`M ${values[0]} ${values[1]}`];
      for (let index = 2; index + 1 < values.length; index += 2) {
        steps.push(`L ${values[index]} ${values[index + 1]}`);
      }
      if (tag === "polygon") steps.push("Z");
      return steps.join(" ");
    }
    return null;
  };
  const svgToPathData = (svgText, targetPathData, doc = document) => {
    const NS = "http://www.w3.org/2000/svg";
    const parsed = new DOMParser().parseFromString(String(svgText), "image/svg+xml");
    if (parsed.getElementsByTagName("parsererror").length > 0 || !parsed.documentElement || parsed.documentElement.localName !== "svg") {
      throw new Error("That file is not an SVG, or its markup is malformed.");
    }
    const host = doc.createElement("div");
    host.setAttribute("aria-hidden", "true");
    host.style.cssText = "position:fixed;left:-99999px;top:0;width:600px;height:600px;overflow:hidden;";
    const svg = doc.importNode(parsed.documentElement, true);
    host.appendChild(svg);
    doc.body.appendChild(host);
    try {
      const reference = doc.createElementNS(NS, "g");
      svg.appendChild(reference);
      const rootMatrix = reference.getScreenCTM();
      const defining = ["defs", "clipPath", "mask", "symbol", "marker", "pattern"];
      const isDefinition = element => {
        for (let node = element.parentNode; node && node !== svg; node = node.parentNode) {
          if (defining.includes(node.localName)) return true;
        }
        return false;
      };
      const shapes = [...svg.querySelectorAll("path,rect,circle,ellipse,line,polyline,polygon")];
      const segments = [];
      let shapesUsed = 0;
      let firstProblem = null;
      for (const element of shapes) {
        if (isDefinition(element)) continue;
        if (doc.defaultView.getComputedStyle(element).display === "none") continue;
        const attrs = {};
        for (const attribute of element.attributes) attrs[attribute.localName] = attribute.value;
        const d = shapePathData(element.localName, attrs);
        if (d === null) continue;
        let own;
        try {
          own = normalisePathData(parsePathData(d));
        } catch (error) {
          firstProblem = firstProblem ?? error.message;
          continue;
        }
        const matrix = element.getScreenCTM();
        segments.push(...rootMatrix && matrix ? transformPathData(own, rootMatrix.inverse().multiply(matrix)) : own);
        shapesUsed += 1;
      }
      if (segments.length === 0) {
        if (firstProblem) throw new Error(`This SVG has unreadable path data: ${firstProblem}.`);
        const untraceable = ["text", "image", "use"].find(tag => svg.getElementsByTagName(tag).length > 0);
        throw new Error(untraceable ? `This SVG draws with <${untraceable}>, which has no outline to trace. Convert it to paths and try again.` : "This SVG has no shapes to import.");
      }
      const probe = doc.createElementNS(NS, "path");
      svg.appendChild(probe);
      probe.setAttribute("d", printPathData(segments));
      const source = probe.getBBox();
      if (!(source.width > 0) || !(source.height > 0)) {
        if (!(source.width > 0) && !(source.height > 0)) {
          throw new Error("This SVG's shapes have no size.");
        }
      }
      probe.setAttribute("d", String(targetPathData));
      const target = probe.getBBox();
      return {
        d: printPathData(transformPathData(segments, fitMatrix(source, target))),
        shapes: shapesUsed
      };
    } finally {
      host.remove();
    }
  };
  const granularity = value => {
    const decimals = String(value).split(".")[1];
    return decimals ? Number(`1e-${decimals.length}`) : 1;
  };
  const readout = (variable, value) => {
    if (variable.type === "number") return "";
    if (variable.type === "color") return String(value);
    if (variable.type === "enum") {
      const hit = (variable.options ?? []).find(o => o.value === value);
      return hit ? hit.label ?? hit.value : String(value);
    }
    return "";
  };
  const control = (variable, value, onChange, note, onNote, onTyping) => {
    const options = variable.options ?? [];
    if (variable.type === "enum" && options.length > 0 && options.length <= 4) {
      return <div className="hf-ve-seg">
          {options.map(o => <button key={o.value} type="button" data-on={value === o.value} aria-pressed={value === o.value} onClick={() => onChange(o.value)} className="hf-ve-seg-btn hf-ve-tint">
              {o.label ?? o.value}
            </button>)}
        </div>;
    }
    if (variable.type === "enum") {
      return <select className="hf-ve-field hf-ve-select hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)}>
          {options.map(o => <option key={o.value} value={o.value}>
              {o.label ?? o.value}
            </option>)}
        </select>;
    }
    if (variable.type === "number") {
      const min = Number(variable.min);
      const max = Number(variable.max);
      const unit = variable.unit ?? "";
      const declaredStep = Number(variable.step);
      const step = declaredStep > 0 ? declaredStep : 1;
      const label = variable.label ?? variable.id;
      if (!(Number.isFinite(min) && Number.isFinite(max) && max > min)) {
        return <input type="number" className="hf-ve-field hf-ve-mono hf-ve-tint" value={value} min={Number.isFinite(min) ? min : undefined} max={Number.isFinite(max) ? max : undefined} step={declaredStep > 0 ? declaredStep : granularity(variable.default)} aria-label={label} onChange={e => {
          const next = Number(e.target.value);
          if (e.target.value !== "" && Number.isFinite(next)) onChange(next);
        }} />;
      }
      const at = n => Math.min(1, Math.max(0, (Number(n) - min) / (max - min)));
      const now = at(value);
      const authored = at(variable.default);
      const place = fraction => ({
        offset: `${fraction * 100}%`,
        nudge: `${(0.5 - fraction) * 16}px`
      });
      const value_ = place(now);
      const default_ = place(authored);
      const grain = event => {
        event.currentTarget.step = event.shiftKey ? step / 10 : step;
      };
      return <div className="hf-ve-slider" style={{
        "--ve-fill": value_.offset,
        "--ve-fill-nudge": value_.nudge,
        "--ve-default": default_.offset,
        "--ve-default-nudge": default_.nudge
      }}>
          {}
          <div className="hf-ve-ruler" data-near={now < 0.14 ? "min" : now > 0.86 ? "max" : ""} aria-hidden="true">
            <span className="hf-ve-bound" data-end="min">
              {min}
            </span>
            <span className="hf-ve-bound" data-end="max">
              {max}
            </span>
            <span className="hf-ve-readout">
              {value}
              {unit}
            </span>
          </div>
          <span className="hf-ve-track">
            <input type="range" className="hf-ve-range" min={min} max={max} step={step} value={value} aria-label={label} aria-valuetext={`${value}${unit}`} onChange={e => onChange(Number(e.target.value))} onPointerDown={grain} onKeyDown={grain} onDoubleClick={() => onChange(variable.default)} />
            {}
            {Math.abs(now - authored) > 0.04 && <span className="hf-ve-default" aria-hidden="true" />}
          </span>
        </div>;
    }
    if (variable.type === "boolean") {
      const on = value === true || value === "true";
      return <button type="button" role="switch" aria-checked={on} aria-label={variable.label ?? variable.id} data-on={on} onClick={() => onChange(!on)} className="hf-ve-switch">
          <span className="hf-ve-switch-dot" />
        </button>;
    }
    if (variable.type === "color") {
      return <div className="flex items-center gap-2">
          <input type="color" className="hf-ve-swatch hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)} />
          <input type="text" className="hf-ve-field hf-ve-mono hf-ve-tint" value={value} onChange={e => onChange(e.target.value)} onFocus={() => onTyping(variable.id)} onBlur={() => onTyping(null)} onKeyDown={e => {
        if (e.key === "Enter") e.currentTarget.blur();
      }} />
        </div>;
    }
    if (isSvgPathData(variable.default)) {
      const fileId = `hf-ve-file-${variable.id}`;
      const noteId = `hf-ve-note-${variable.id}`;
      const receive = file => {
        if (!file) return;
        file.text().then(text => {
          const {d, shapes} = svgToPathData(text, variable.default);
          onChange(d);
          onNote({
            tone: "ok",
            message: `${file.name}: ${shapes} shape${shapes === 1 ? "" : "s"} scaled to fit.`
          });
        }).catch(error => onNote({
          tone: "error",
          message: error.message
        }));
      };
      return <div className="hf-ve-drop" onDragOver={event => {
        event.preventDefault();
        event.currentTarget.dataset.over = "true";
      }} onDragLeave={event => {
        event.currentTarget.dataset.over = "false";
      }} onDrop={event => {
        event.preventDefault();
        event.currentTarget.dataset.over = "false";
        receive(event.dataTransfer.files[0]);
      }}>
          {}
          <div className="hf-ve-dropzone">
            <button type="button" className="hf-ve-btn hf-ve-tint" onClick={() => document.getElementById(fileId).click()}>
              Import SVG
            </button>
            <input id={fileId} type="file" accept=".svg,image/svg+xml" className="hf-ve-file" tabIndex={-1} aria-hidden="true" onChange={event => {
        receive(event.target.files[0]);
        event.target.value = "";
      }} />
            {}
            <p id={noteId} role="status" className="hf-ve-note" data-tone={note ? note.tone : ""}>
              {note ? note.message : "Or drop one here. Scaled to fit and centred."}
            </p>
          </div>
          <details className="hf-ve-advanced">
            <summary>Path data</summary>
            <input type="text" className="hf-ve-field hf-ve-mono hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)} onFocus={() => onTyping(variable.id)} onBlur={() => onTyping(null)} onKeyDown={e => {
        if (e.key === "Enter") e.currentTarget.blur();
      }} />
          </details>
        </div>;
    }
    return <input type="text" className="hf-ve-field hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)} onFocus={() => onTyping(variable.id)} onBlur={() => onTyping(null)} onKeyDown={e => {
      if (e.key === "Enter") e.currentTarget.blur();
    }} />;
  };
  const variablesKey = JSON.stringify(variables);
  const defaults = useMemo(() => {
    const built = {};
    for (const v of variables) if (v.default !== undefined) built[v.id] = v.default;
    return built;
  }, [variablesKey]);
  const urlKey = `vars-${compositionId}`;
  const readFromUrl = () => {
    if (typeof window === "undefined") return {};
    try {
      const raw = new URLSearchParams(window.location.search).get(urlKey);
      if (!raw) return {};
      const parsed = JSON.parse(raw);
      if (!parsed || typeof parsed !== "object" || Array.isArray(parsed)) return {};
      const declared = new Set(variables.map(v => v.id));
      return Object.fromEntries(Object.entries(parsed).filter(([id]) => declared.has(id)));
    } catch {
      return {};
    }
  };
  const [values, setValues] = useState(() => ({
    ...defaults,
    ...readFromUrl()
  }));
  useEffect(() => {
    const fromUrl = readFromUrl();
    if (Object.keys(fromUrl).length > 0) setValues(current => ({
      ...current,
      ...fromUrl
    }));
  }, []);
  useEffect(() => {
    if (typeof window === "undefined") return;
    const changed = Object.fromEntries(Object.entries(values).filter(([id, value]) => JSON.stringify(value) !== JSON.stringify(defaults[id])));
    const url = new URL(window.location.href);
    if (Object.keys(changed).length === 0) url.searchParams.delete(urlKey); else url.searchParams.set(urlKey, JSON.stringify(changed));
    const next = url.toString();
    if (next !== window.location.href) {
      window.history.replaceState(null, "", next);
      window.dispatchEvent(new CustomEvent("hf-vars-changed"));
    }
  }, [values, defaults, urlKey]);
  const [notes, setNotes] = useState({});
  const [typing, setTyping] = useState(null);
  const posted = useRef(null);
  const frame = useRef(null);
  const bootstrap = ["<!doctype html><html><head><meta charset='utf-8'>", "<style>html,body{margin:0;height:100%;overflow:hidden;background:transparent}", "hyperframes-player{display:block;width:100%;height:100%}</style>", '<script src="https://cdn.jsdelivr.net/npm/@hyperframes/player@latest/dist/hyperframes-player.global.js"></' + "script>", "</head><body><script>", "(function(){", `  var PAYLOAD = ${JSON.stringify(previewSrc)};`, `  var INITIAL = ${JSON.stringify({
    ...defaults,
    ...readFromUrl()
  })};`, "  var html = null, player = null, poll = null;", "  function withValues(source, values) {", "    var json = JSON.stringify(values);", "    var attr = json.replace(/'/g, '&#39;');", "    var out = source.replace(/\\sdata-variable-values=(?:\"[^\"]*\"|'[^']*')/gi, '');", "    out = out.replace(/(data-composition-src=)/gi, \"data-variable-values='\" + attr + \"' $1\");", "    var tag = '<' + 'script>window.__hfVariables=' + json + ';<' + '/script>';", "    return /<head[^>]*>/i.test(out)", "      ? out.replace(/<head([^>]*)>/i, '<head$1>' + tag)", "      : tag + out;", "  }", "  function arm(resumeAt) {", "    clearInterval(poll);", "    var last = -1, tries = 0, seeked = false;", "    poll = setInterval(function () {", "      if (player.ready) {", "        if (!seeked) { seeked = true; if (resumeAt > 0) player.seek(resumeAt); }", "        player.play();", "      }", "      if (seeked && player.currentTime > 0 && player.currentTime !== last) {", "        clearInterval(poll); return;", "      }", "      last = player.currentTime;", "      if (++tries > 150) clearInterval(poll);", "    }, 100);", "  }", "  function mount(values, resumeAt) {", "    if (html === null) return;", "    player.setAttribute('srcdoc', withValues(html, values));", "    arm(resumeAt || 0);", "  }", "  player = document.createElement('hyperframes-player');", "  player.setAttribute('controls', ''); player.setAttribute('muted', '');", "  document.body.appendChild(player);", "  player.addEventListener('ended', function () { player.seek(0); player.play(); });", "  fetch(PAYLOAD).then(function (r) { return r.json(); }).then(function (d) {", "    html = d.html; mount(INITIAL, 0);", "  }).catch(function (e) {", "    document.body.innerHTML = '<pre style=\"color:#f66;font:12px monospace;padding:12px\">preview unavailable: ' + e + '</pre>';", "  });", "  addEventListener('message', function (event) {", "    var values = event.data && event.data.hfVariables;", "    if (!values) return;", "    mount(values, player.currentTime || 0);", "  });", "})();", "</" + "script></body></html>"].join("");
  useEffect(() => {
    if (typing !== null) return;
    const payload = JSON.stringify(values);
    if (payload === posted.current) return;
    const timer = setTimeout(() => {
      const target = frame.current && frame.current.contentWindow;
      if (!target) return;
      posted.current = payload;
      target.postMessage({
        hfVariables: values
      }, window.location.origin);
    }, 150);
    return () => clearTimeout(timer);
  }, [values, typing]);
  const printed = JSON.stringify(values, null, 2).split("\n").join("\n  ");
  const attributes = [["data-composition-id", `"${compositionId}"`], ["data-composition-src", `"${compositionSrc}"`], ["data-variable-values", `'${printed}'`]];
  const snippetLines = [[[SHIKI.punct, "<"], [SHIKI.tag, "div"]]];
  for (const [name, literal] of attributes) {
    const [head, ...rest] = literal.split("\n");
    snippetLines.push([[SHIKI.attr, `  ${name}`], [SHIKI.equals, "="], [SHIKI.value, head]]);
    for (const line of rest) snippetLines.push([[SHIKI.value, line]]);
  }
  snippetLines.push([[SHIKI.punct, "></"], [SHIKI.tag, "div"], [SHIKI.punct, ">"]]);
  const dirty = variables.some(v => values[v.id] !== defaults[v.id]);
  const hasTune = variables.length > 0;
  const [tab, setTab] = useState("preview");
  const lines = meta.codeLines;
  const TABS = [["preview", "Preview"], ...hasCode ? [["code", "Code", lines ? `${lines} ln` : ""]] : [], ["install", "Snippet"], ["docs", "Docs"]];
  const changedValues = () => {
    const changed = {};
    for (const v of variables) {
      if (JSON.stringify(values[v.id]) !== JSON.stringify(defaults[v.id])) changed[v.id] = values[v.id];
    }
    return changed;
  };
  const renderCommand = (() => {
    const changed = changedValues();
    const vars = Object.keys(changed).length ? ` --variables '${JSON.stringify(changed).replace(/'/g, "'\\''")}'` : "";
    return `# Run from the installed project's root.\nnpx hyperframes render --composition '${compositionSrc}'${vars}`;
  })();
  const agentRequest = (() => {
    const changed = changedValues();
    const base = `Install the HyperFrames catalog item "${compositionId}" (${title || compositionId}) into my project with \`npx hyperframes add ${compositionId}\`, mount it at the point of my composition where it should play, and verify with \`npx hyperframes check\`.`;
    const set = Object.entries(changed).map(([id, value]) => `${id} = ${JSON.stringify(value)}`);
    return set.length ? `${base} Set ${set.join(", ")}; keep the other variables at their defaults.` : `${base} Keep the default variables unless I say otherwise.`;
  })();
  const [copiedKey, setCopiedKey] = useState("");
  const copy = async (key, text) => {
    let ok = false;
    try {
      await navigator.clipboard.writeText(text);
      ok = true;
    } catch {
      const area = document.createElement("textarea");
      area.value = text;
      area.setAttribute("readonly", "");
      area.style.cssText = "position:fixed;opacity:0";
      document.body.appendChild(area);
      area.select();
      ok = document.execCommand("copy");
      area.remove();
    }
    if (!ok) return;
    setCopiedKey(key);
    setTimeout(() => setCopiedKey(current => current === key ? "" : current), 1400);
  };
  const CopyAction = ({id, label, text, primary}) => {
    const shown = copiedKey === id ? "Copied" : label;
    return <button type="button" className="hf-ve-action" data-primary={primary ? "true" : "false"} onClick={() => copy(id, typeof text === "function" ? text() : text)}>
        {[label, "Copied"].map(name => <span key={name} className="hf-ve-action-label" data-shown={String(name === shown)}>
            {name}
          </span>)}
      </button>;
  };
  const wiring = snippetLines.map(tokens => tokens.map(([, text]) => text).join("")).join("\n");
  const mountText = `${wiring}\n`;
  const flagNotice = needsFlag ? <div className="flex aspect-video w-full items-center justify-center text-sm text-zinc-500">
      Needs <code>chrome://flags/#{needsFlag}</code> to render live
    </div> : null;
  const player = <iframe ref={frame} srcDoc={bootstrap} className="hf-ve-preview block aspect-video w-full" title={`${compositionId} preview`} />;
  const recordedRef = useRef(null);
  const [reduced, setReduced] = useState(() => typeof window !== "undefined" && window.matchMedia("(prefers-reduced-motion: reduce)").matches);
  useEffect(() => {
    const query = window.matchMedia("(prefers-reduced-motion: reduce)");
    const onChange = event => setReduced(event.matches);
    query.addEventListener("change", onChange);
    return () => query.removeEventListener("change", onChange);
  }, []);
  useEffect(() => {
    const clip = recordedRef.current;
    if (!reduced || !clip) return;
    clip.pause();
    clip.removeAttribute("src");
    clip.load();
  }, [reduced]);
  const recorded = video ? <video ref={recordedRef} className="block aspect-video w-full object-cover" src={reduced ? undefined : video} poster={poster} autoPlay={!reduced} muted loop={!reduced} playsInline /> : null;
  const [hasAdapter, setHasAdapter] = useState(null);
  const hasWebgpuAdapter = (gpu, timeoutMs) => {
    const probe = new Promise(resolve => resolve(gpu?.requestAdapter())).then(adapter => Boolean(adapter), () => false);
    const timeout = new Promise(resolve => setTimeout(resolve, timeoutMs, false));
    return Promise.race([probe, timeout]);
  };
  useEffect(() => {
    if (webgpu) hasWebgpuAdapter(navigator.gpu, 3000).then(setHasAdapter);
  }, [webgpu]);
  const adapterMissing = webgpu && hasAdapter === false;
  const tunePanel = hasTune && !(webgpu && hasAdapter !== true);
  let webgpuStage = player;
  if (webgpu && hasAdapter === null) webgpuStage = <div className="aspect-video w-full" />;
  if (adapterMissing) webgpuStage = recorded;
  const stageNode = webgpu ? webgpuStage : (recorded ?? flagNotice) ?? player;
  let caption = "Live composition · HyperFrames Player";
  if (adapterMissing) caption = "Recorded preview · live playback needs WebGPU, which this browser does not offer"; else if (!webgpu && (video || needsFlag)) caption = "Recorded preview";
  const slotOf = node => {
    for (let cur = node; React.isValidElement(cur); cur = React.Children.toArray(cur.props.children)[0]) {
      if (cur.props.slot) return cur.props.slot;
    }
    return null;
  };
  const allSlots = React.Children.toArray(children);
  const installSlot = allSlots.find(child => slotOf(child) === "install") ?? null;
  const otherSlots = allSlots.filter(child => child !== installSlot);
  const seconds = meta.duration ? `${meta.duration} s` : null;
  const size = meta.width && meta.height ? `${meta.width}×${meta.height}` : null;
  return <div className="hf-ve my-4">
      <style dangerouslySetInnerHTML={{
    __html: CSS
  }} />

      <div className="not-prose">
        <header className="hf-ve-head-title">
          <h1>{title}</h1>
          {description && <p>{description}</p>}
        </header>
      </div>

      {installSlot && <div className="hf-ve-install">
          <h2 className="hf-ve-install-title">Install</h2>
          {installSlot}
        </div>}

      <div className="not-prose">

        <div className="hf-ve-bar">
          <div className="hf-ve-meta">
            {seconds && <span>
                <b>{seconds}</b> duration
              </span>}
            {size && <b>{size}</b>}
            {hasTune && <span>
                <b>{variables.length}</b> {variables.length === 1 ? "variable" : "variables"}
              </span>}
            {meta.category && <b>{meta.category}</b>}
            {meta.badge && <span className="hf-ve-badge">{meta.badge}</span>}
          </div>
          <div className="hf-ve-actions">
            <CopyAction id="agent" label="Copy agent request" text={agentRequest} primary />
            <CopyAction id="wiring" label="Copy wiring" text={mountText} />
            <CopyAction id="link" label="Copy link" text={() => window.location.href} />
            {rawUrl && <a className="hf-ve-action" href={rawUrl} target="_blank" rel="noopener noreferrer">
                Raw
              </a>}
          </div>
        </div>

        <div className="hf-ve-main" data-tune={tunePanel ? "true" : "false"}>
          <div className="hf-ve-stage">
            {stageNode}
            <div className="hf-ve-caption">
              {(seconds || size) && <span>{[seconds, size && `${size} preview`].filter(Boolean).join(" · ")}</span>}
              <span>{caption}</span>
            </div>
          </div>

          {tunePanel && <aside className="hf-ve-tune" aria-label="Tune">
              <div className="hf-ve-tune-inner">
                <div className="hf-ve-tune-head">
                  Tune <small>{variables.length} {variables.length === 1 ? "variable" : "variables"}</small>
                </div>
                <div className="hf-ve-tune-list">
                  {variables.map(v => <div key={v.id}>
                      <div className="hf-ve-row">
                        <label className="hf-ve-label">{v.label ?? v.id}</label>
                        <span className="hf-ve-value">{readout(v, values[v.id])}</span>
                      </div>
                      {control(v, values[v.id], next => setValues(prev => ({
    ...prev,
    [v.id]: next
  })), notes[v.id], note => setNotes(prev => ({
    ...prev,
    [v.id]: note
  })), setTyping)}
                      {v.description && <p className="hf-ve-desc">{v.description}</p>}
                    </div>)}
                </div>
                <div className="hf-ve-tune-foot">
                  <button type="button" onClick={() => {
    setValues(defaults);
    setNotes({});
  }} disabled={!dirty} className="hf-ve-action">
                    Reset
                  </button>
                  <CopyAction id="json" label="Copy JSON" text={() => JSON.stringify(dirty ? changedValues() : defaults, null, 2)} />
                  <CopyAction id="render" label="Copy render cmd" text={renderCommand} />
                </div>
              </div>
            </aside>}
        </div>

        <div className="hf-ve-tabs hf-ve-tabs-row" role="tablist">
          {TABS.map(([id, label, note]) => <button key={id} type="button" role="tab" data-on={tab === id} aria-selected={tab === id} onClick={() => setTab(id)} className="hf-ve-tab hf-ve-tint">
              {label}
              {note ? <small>{note}</small> : null}
            </button>)}
        </div>
      </div>

      <div className="hf-ve-body">
        {}
        <div className="hf-ve-slots" data-tab={tab}>
          {otherSlots}
        </div>
        <div className="hf-ve-body-pane hf-ve-about not-prose" hidden={tab !== "preview"}>
          <h3>About</h3>
          {about && <p>{about}</p>}
          {attribution && <p className="hf-ve-attr">
              {attribution.author ? <>
                  Created by{" "}
                  {attribution.authorUrl ? <a href={attribution.authorUrl} target="_blank" rel="noopener noreferrer">
                      {attribution.author}
                    </a> : attribution.author}{" "}
                  ·{" "}
                </> : null}
              Registry item{" "}
              <a href={`https://github.com/heygen-com/hyperframes/tree/main/${attribution.path}`} target="_blank" rel="noopener noreferrer">
                heygen-com/hyperframes
              </a>{" "}
              · <code>{attribution.path}</code>
              {attribution.tags.length > 0 ? ` · ${attribution.tags.join(", ")}` : ""}
            </p>}
        </div>
        <div className="hf-ve-body-pane hf-ve-snippet not-prose" hidden={tab !== "install"}>
          {}
          <CodeBlock filename="index.html">
            <pre className="shiki shiki-themes github-light-default dark-plus" style={{
    backgroundColor: "rgb(255, 255, 255)",
    "--shiki-dark-bg": "#0B0C0E",
    color: "rgb(31, 35, 40)",
    "--shiki-dark": "#D4D4D4"
  }}>
              <code>
                {snippetLines.map((tokens, line) => <span key={line} className="line">
                    {tokens.map(([style, text], token) => <span key={token} style={style}>
                        {text}
                      </span>)}
                    {"\n"}
                  </span>)}
              </code>
            </pre>
          </CodeBlock>
        </div>
      </div>
    </div>;
};

<CatalogDetail previewSrc="/public/catalog/blocks/wireframe-portal-title.json" compositionId="wireframe-portal-title" compositionSrc="compositions/wireframe-portal-title/wireframe-portal-title.html" title="Wireframe Portal Title" description="A wireframe portal bursts open, the title comes through, then its letters swap into a second phrase." variables={[{"id":"title","type":"string","label":"Title","default":"BREAKTHROUGH","maxLength":18},{"id":"replacementPhrase","type":"string","label":"3D replacement phrase (auto layout)","default":"Lets do this sir!","description":"Every word is preserved. Whole-word line wrapping and type size adapt to the 3D frame."},{"id":"phraseDuration","type":"number","label":"Phrase transition duration (s)","default":1.85,"min":0.65,"max":2.9,"step":0.05,"unit":"s","description":"Total time for the letter transition, including the stagger. Lower is faster. The opening and white return keep their original timing."},{"id":"phraseEasing","type":"number","label":"Transition easing (1 gentle – 8 snap)","default":8,"min":1,"max":8,"step":0.25,"description":"Higher values keep the beginning slow and concentrate acceleration at the letter swap, then settle gently. 4 is the default."},{"id":"settleGlitch","type":"number","label":"Letter settle glitch strength","default":0.2,"min":0,"max":4,"step":0.05,"description":"Scales the deterministic block glitch and letter jitter around swap and settling. 0 disables it; 4 makes it strongest."},{"id":"depthFog","type":"boolean","label":"Depth fog (early fade always on)","default":true,"description":"Dims receding outlines into the dark scene. Early opacity fades remain active when fog is off."},{"id":"subtitle","type":"string","label":"Subtitle","default":"HYPERFRAMES PORTAL TITLE","maxLength":48},{"id":"accent","type":"color","label":"Accent","default":"#F5C518"},{"id":"burstChaos","type":"number","label":"Burst chaos (0-2)","default":1,"min":0,"max":2,"step":0.01}]} meta={{"duration":8,"width":1920,"height":1080,"category":"3D motion","badge":"Stable","codeLines":1597}} attribution={{"path":"registry/blocks/wireframe-portal-title","tags":["3d-motion","title-card","wireframe","portal","burst","typography","post-processing","phrase-swap"]}} hasCode rawUrl="https://raw.githubusercontent.com/heygen-com/hyperframes/main/registry/blocks/wireframe-portal-title/wireframe-portal-title.html">
  <CatalogSlot slot="code">
    ```html wireframe-portal-title.html theme={null}
    <!doctype html>
    <html
      lang="en"
      data-composition-variables='[{"id":"title","type":"string","label":"Title","default":"BREAKTHROUGH","maxLength":18},{"id":"replacementPhrase","type":"string","label":"3D replacement phrase (auto layout)","default":"Lets do this sir!","description":"Every word is preserved. Whole-word line wrapping and type size adapt to the 3D frame."},{"id":"phraseDuration","type":"number","label":"Phrase transition duration (s)","default":1.85,"min":0.65,"max":2.9,"step":0.05,"unit":"s","description":"Total time for the letter transition, including the stagger. Lower is faster. The opening and white return keep their original timing."},{"id":"phraseEasing","type":"number","label":"Transition easing (1 gentle – 8 snap)","default":8,"min":1,"max":8,"step":0.25,"description":"Higher values keep the beginning slow and concentrate acceleration at the letter swap, then settle gently. 4 is the default."},{"id":"settleGlitch","type":"number","label":"Letter settle glitch strength","default":0.2,"min":0,"max":4,"step":0.05,"description":"Scales the deterministic block glitch and letter jitter around swap and settling. 0 disables it; 4 makes it strongest."},{"id":"depthFog","type":"boolean","label":"Depth fog (early fade always on)","default":true,"description":"Dims receding outlines into the dark scene. Early opacity fades remain active when fog is off."},{"id":"subtitle","type":"string","label":"Subtitle","default":"HYPERFRAMES PORTAL TITLE","maxLength":48},{"id":"accent","type":"color","label":"Accent","default":"#F5C518"},{"id":"burstChaos","type":"number","label":"Burst chaos (0-2)","default":1,"min":0,"max":2,"step":0.01}]'
    >
      <head>
        <meta charset="UTF-8" />
        <meta name="viewport" content="width=1920, height=1080" />
        <title>Wireframe Portal Title</title>
        <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
        <script src="https://cdn.jsdelivr.net/npm/clipper-lib@6.4.2/clipper.js"></script>
        <script type="importmap">
          {
            "imports": {
              "three": "https://cdn.jsdelivr.net/npm/three@0.181.2/build/three.module.js",
              "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/"
            }
          }
        </script>
        <style>
          @font-face {
            font-family: "Geist";
            src: url("assets/fonts/Geist-Regular.ttf") format("truetype");
            font-weight: 400;
          }
          @font-face {
            font-family: "Geist";
            src: url("assets/fonts/Geist-SemiBold.ttf") format("truetype");
            font-weight: 600;
          }
          @font-face {
            font-family: "Geist";
            src: url("assets/fonts/Geist-Bold.ttf") format("truetype");
            font-weight: 700;
          }
          * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
          }
          html,
          body {
            margin: 0;
            width: 1920px;
            height: 1080px;
            overflow: hidden;
            background: #000;
          }
          body {
            font-family: "Geist", "Inter", system-ui, sans-serif;
          }
          #root {
            position: relative;
            width: 1920px;
            height: 1080px;
            overflow: hidden;
          }
          .clip {
            position: absolute;
            inset: 0;
          }
          /* dark underlay (never on the root itself) */
          #wpt-under {
            position: absolute;
            inset: 0;
            background: #0b0b0b;
          }
          /* ---- flat 2D title card ---- */
          #wpt-card {
            position: absolute;
            inset: 0;
            background: #e8e8e8;
            color: #0a0a0a;
            display: flex;
            flex-direction: column;
            align-items: center;
            justify-content: center;
          }
          #wpt-kicker {
            font-weight: 600;
            font-size: 22px;
            letter-spacing: 0;
            text-indent: 0;
            color: #1f1f1f;
            margin-bottom: 34px;
            display: flex;
            align-items: center;
            gap: 18px;
          }
          #wpt-headline {
            font-weight: 700;
            font-size: 176px;
            line-height: 1;
            letter-spacing: 0.03em;
            white-space: nowrap;
            color: #0a0a0a;
          }
          #wpt-headline span {
            display: inline-block;
          }
          #wpt-subtitle {
            margin-top: 40px;
            font-weight: 400;
            font-size: 34px;
            letter-spacing: 0.02em;
            color: #3d3d3d;
          }
          /* ---- canvas layers (intentionally cover the 2D card once the portal opens) ---- */
          #wpt-three,
          #wpt-warp {
            position: absolute;
            inset: 0;
            width: 1920px;
            height: 1080px;
            display: block;
          }
          #wpt-white {
            position: absolute;
            inset: 0;
            background: #ffffff;
            opacity: 0;
            display: flex;
            align-items: center;
            justify-content: center;
          }
        </style>
      </head>
      <body>
        <div
          data-hf-id="hf-ek69"
          id="root"
          data-composition-id="wireframe-portal-title"
          data-start="0"
          data-duration="8"
          data-width="1920"
          data-height="1080"
        >
          <section
            data-hf-id="hf-50tz"
            id="wpt-scene"
            class="clip"
            data-start="0"
            data-duration="8"
            data-track-index="1"
          >
            <div data-hf-id="hf-6av1" id="wpt-under"></div>

            <div data-hf-id="hf-r32l" id="wpt-card" data-layout-allow-occlusion="">
              <div data-hf-id="hf-0bgu" id="wpt-kicker">
                <span data-hf-id="hf-m027" id="wpt-kicker-text">HYPERFRAMES PRESENTS</span>
              </div>
              <h1 data-hf-id="hf-pwyf" id="wpt-headline"></h1>
              <div data-hf-id="hf-jivp" id="wpt-subtitle"></div>
            </div>

            <div data-hf-id="hf-dugk" id="wpt-white" data-layout-allow-occlusion=""></div>
          </section>
        </div>

        <script>
          // ---- variables (safe fallback when API absent) ----
          (function () {
            var vars = {};
            try {
              if (window.__hyperframes && window.__hyperframes.getVariables) {
                vars = window.__hyperframes.getVariables() || {};
              }
            } catch (e) {}
            var title =
              String(vars.title || "BREAKTHROUGH")
                .trim()
                .toUpperCase() || "BREAKTHROUGH";
            var subtitle = String(vars.subtitle || "HYPERFRAMES PORTAL TITLE");
            // Preserve every word. The 3D layout wraps whole words and scales to fit.
            window.__wptPhrase =
              String(vars.replacementPhrase || "BEYOND LIMITS")
                .trim()
                .toUpperCase()
                .replace(/\s+/g, " ") || "BEYOND LIMITS";
            function numberVar(id, fallback, min, max) {
              var value = vars[id] === undefined ? fallback : Number(vars[id]);
              return isFinite(value) ? Math.max(min, Math.min(max, value)) : fallback;
            }
            window.__wptTransition = {
              start: 2.85,
              duration: numberVar("phraseDuration", 1.85, 0.65, 2.9),
              easing: numberVar("phraseEasing", 4, 1, 8),
              glitch: numberVar("settleGlitch", 1, 0, 4),
              fog: vars.depthFog !== false,
            };
            var accent = String(vars.accent || "#F5C518");
            document.documentElement.style.setProperty("--wpt-accent", accent);
            window.__wptAccent = accent;
            var bc = Number(vars.burstChaos);
            window.__wptBurstChaos = isFinite(bc) ? Math.max(0, Math.min(2, bc)) : 1;

            function fillHeadline(id, text, prefix) {
              var hl = document.getElementById(id);
              for (var i = 0; i < text.length; i++) {
                var ch = text[i];
                var span = document.createElement("span");
                if (ch === " ") {
                  span.innerHTML = "&nbsp;";
                } else {
                  span.textContent = ch;
                  span.setAttribute("data-3d-char", prefix + i);
                }
                hl.appendChild(span);
              }
            }
            fillHeadline("wpt-headline", title, "t-");
            document.getElementById("wpt-subtitle").textContent = subtitle;
            // Runtime canvases keep the Studio variables parser intact.
            ["wpt-three", "wpt-warp"].forEach(function (id) {
              var canvas = document.createElement("canvas");
              canvas.id = id;
              canvas.width = 1920;
              canvas.height = 1080;
              document
                .getElementById("wpt-scene")
                .insertBefore(canvas, document.getElementById("wpt-white"));
            });
          })();
        </script>

        <script>
          // ---- state proxy + single paused timeline ----
          window.__timelines = window.__timelines || {};
          const S = {
            portal: 0, // 0 = flat 2D page, 1 = 3D wireframe world
            push: 0, // exit camera push through the letterforms
            glitch: 0, // block-glitch tick amount
            warp: 0, // warp-dot visibility
            travel: 0, // warp-dot accumulated z travel (world units)
            exitFx: 0, // zoom-blur / brightness lift on the way out
          };
          window.__wptState = S;

          const tl = gsap.timeline({ paused: true });

          // IN — the flat 2D card settles first (the 3D module measures letter
          // positions via offset* geometry, so these transforms don't skew it)
          tl.from("#wpt-kicker", { y: -24, opacity: 0, duration: 0.45, ease: "power3.out" }, 0);
          tl.from(
            "#wpt-headline span",
            { y: 44, opacity: 0, duration: 0.5, stagger: 0.025, ease: "power3.out" },
            0.03,
          );
          tl.from("#wpt-subtitle", { y: 18, opacity: 0, duration: 0.45, ease: "power3.out" }, 0.22);

          // IN — portal irises open (p = 0.5 around t ~= 1.47s)
          tl.to(S, { portal: 1, duration: 2.05, ease: "power2.inOut" }, 0.45);
          // The 3D layer owns the copy by now. Keep the original card background
          // under the portal feather, while retiring its covered DOM text.
          tl.set(["#wpt-headline", "#wpt-kicker", "#wpt-subtitle"], { autoAlpha: 0 }, 2.5);

          // warp dots: burst through the transition, settle to a slow stream in the hold
          tl.to(S, { warp: 1, duration: 1.0, ease: "sine.in" }, 0.45);
          tl.to(S, { warp: 0.28, duration: 1.2, ease: "sine.out" }, 1.5);
          tl.to(S, { warp: 0.85, duration: 0.8, ease: "power1.in" }, 6.0);
          tl.to(S, { travel: 16, duration: 2.05, ease: "sine.inOut" }, 0.45);
          tl.to(S, { travel: 22, duration: 3.5, ease: "none" }, 2.5);
          tl.to(S, { travel: 38, duration: 2.0, ease: "power2.in" }, 6.0);

          // faint glitch ticks on two beats
          tl.to(S, { glitch: 0.55, duration: 0.09, ease: "power1.in" }, 3.8);
          tl.to(S, { glitch: 0, duration: 0.24, ease: "power2.out" }, 3.89);
          tl.to(S, { glitch: 0.55, duration: 0.09, ease: "power1.in" }, 5.2);
          tl.to(S, { glitch: 0, duration: 0.24, ease: "power2.out" }, 5.29);

          // OUT — camera pushes through and past the letterforms, frame lifts to white
          tl.to(S, { push: 1, duration: 1.6, ease: "power2.in" }, 6.0);
          tl.to(S, { exitFx: 1, duration: 1.6, ease: "power2.in" }, 6.4);
          tl.to("#wpt-white", { opacity: 1, duration: 0.95, ease: "sine.inOut" }, 6.9);
          // The white plate is intentionally empty and fully opaque for the last hold.
          tl.addLabel("light-card", 0.8);
          tl.addLabel("portal-alignment", 1.47);
          tl.addLabel(
            "phrase-handoff",
            window.__wptTransition.start + window.__wptTransition.duration * 0.6,
          );
          tl.addLabel("phrase-hold", window.__wptTransition.start + window.__wptTransition.duration);
          tl.addLabel("white-empty", 7.9);

          tl.eventCallback("onUpdate", function () {
            if (window.__wptRender) window.__wptRender(tl.time());
          });
          /* Studio's player seeks with GSAP events suppressed and dispatches an
             hf-seek CustomEvent instead — re-sync and repaint so the stage follows. */
          window.addEventListener("hf-seek", function (event) {
            var d = event && event.detail;
            if (d && typeof d.time === "number")
              tl.totalTime(Math.min(d.time, tl.totalDuration()), true);
            var fn = tl.eventCallback("onUpdate");
            if (fn) fn();
          });

          window.__timelines["wireframe-portal-title"] = tl;
        </script>

        <script type="module">
          import * as THREE from "three";
          import { FontLoader } from "three/addons/loaders/FontLoader.js";
          import { TTFLoader } from "three/addons/loaders/TTFLoader.js";
          import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
          import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
          import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
          import { OutputPass } from "three/addons/postprocessing/OutputPass.js";
          import { LineSegments2 } from "three/addons/lines/LineSegments2.js";
          import { LineSegmentsGeometry } from "three/addons/lines/LineSegmentsGeometry.js";
          import { LineMaterial } from "three/addons/lines/LineMaterial.js";

          // ---------- seeded PRNG (replaces the experiment's Math.random) ----------
          function mulberry32(a) {
            return function () {
              a |= 0;
              a = (a + 0x6d2b79f5) | 0;
              let t = Math.imul(a ^ (a >>> 15), 1 | a);
              t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
              return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
            };
          }
          const rand = mulberry32(20260824);
          const phraseRand = mulberry32(20260831);

          // ---------- params (preset 31 defaults from the experiment config) ----------
          const P = {
            gridLineColor: "#ffffff",
            gridSpacing: 29,
            gridSize: 500,
            gridOpacity: 0.15,
            gridFadeStart: 1,
            gridFadeEnd: 175,
            gridOffsetX: -14.5,
            gridGlowSpeed: 8.7,
            gridGlowIntensity: 1.3,
            textDepthMin: 0.28,
            textDepthMax: 2,
            letterZSpread: 4, // experiment: 9 — tightened so perspective shifts don't split the word or crop the frame
            outlineColor: "#ffffff",
            outlineWidth: 1.5,
            starburstPoints: 24,
            portalChromatic: 0,
            portalEdgeBlur: 0.15,
            portalIrregularity: window.__wptBurstChaos !== undefined ? window.__wptBurstChaos : 1,
            portalStartColor: "#e8e8e8",
            portalScale: 0.8,
            portalColorSpeed: 1.7,
            warpDotCount: 1000,
            warpDotSize: 2,
            warpDotOpacity: 0.7,
            warpDotColor: "#888888",
            transChromatic: 0.01,
            transZoomBlur: 3.2,
            transDistortion: 0.05,
            transBrightness: 1.6,
            transContrast: 1.25,
            transSaturation: 0,
            cameraDistance: 22,
            initialFOV: 100,
            cameraDistance3D: 66, // pulled back from the experiment's 48.5 so the full word composes in-frame at 1920x1080
            finalFOV: 72,
            contentZOffset: 30,
            vignetteIntensity: 1.7,
            chromaticAberration: 0.006,
            scanlineIntensity: 0.25,
            edgeBlur: 50,
            edgeBlurSpread: 0.15,
            glitchPower: 0.2,
            glitchSpeed: 3,
            glitchBlockSize: 15,
            glitchColorRate: 0.009,
            ambientIntensity: 0.5,
            keyLightIntensity: 4.25,
            keyLightX: 2,
            keyLightY: -2.5,
            keyLightZ: 4.5,
            bgColor: "#000000",
          };
          const W = 1920;
          const H = 1080;
          const ACCENT = window.__wptAccent || "#F5C518";

          // ---------- shaders (ported verbatim from the experiment) ----------
          const PortalCompositeShader = {
            uniforms: {
              tDiffuse: { value: null },
              uPortalRadius: { value: 0.0 },
              uPortalCenter: { value: new THREE.Vector2(0.5, 0.5) },
              uStarburstPoints: { value: P.starburstPoints },
              uChromaticStrength: { value: P.portalChromatic },
              uEdgeBlur: { value: P.portalEdgeBlur },
              uIrregularity: { value: P.portalIrregularity },
              uStartColor: { value: new THREE.Color(P.portalStartColor) },
              uPortalProgress: { value: 0.0 },
              uTime: { value: 0 },
              uOuterBlur: { value: 0.0 },
            },
            vertexShader: `
              varying vec2 vUv;
              void main() {
                vUv = uv;
                gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
              }
            `,
            fragmentShader: `
              uniform sampler2D tDiffuse;
              uniform float uPortalRadius;
              uniform vec2 uPortalCenter;
              uniform int uStarburstPoints;
              uniform float uChromaticStrength;
              uniform float uEdgeBlur;
              uniform float uIrregularity;
              uniform vec3 uStartColor;
              uniform float uPortalProgress;
              uniform float uTime;
              uniform float uOuterBlur;
              varying vec2 vUv;

              float hash(float n) { return fract(sin(n) * 43758.5453); }

              void main() {
                vec2 uv = vUv;
                vec2 center = uPortalCenter;
                vec2 delta = uv - center;
                float dist = length(delta);
                float angle = atan(delta.y, delta.x);

                float points = float(uStarburstPoints);
                float spikeLength = 0.2 * uPortalRadius;
                float valleyDepth = 0.08 * uPortalRadius;
                float baseR = uPortalRadius - valleyDepth;

                float seed = floor(uTime * 0.4) * 7.13;

                // Low-frequency undulation: the base ellipse itself wobbles.
                float wob = sin(angle * 2.0 + seed * 1.7)
                          * 0.45 + sin(angle * 3.0 - seed * 2.3 + 1.9) * 0.33
                          + sin(angle * 5.0 + seed * 0.9 + 4.2) * 0.22;
                baseR *= 1.0 + wob * 0.16 * uIrregularity;

                // Warp the angle before segmenting: spikes cluster and gap
                // instead of sitting on an even sunburst lattice.
                float aw = angle
                         + (sin(angle * 3.0 + seed + 0.7) * 0.55
                          + sin(angle * 5.0 - seed * 1.3 + 2.3) * 0.35)
                           * 0.45 * uIrregularity;

                float segAngle = 6.28318 / points;
                float localAngle = mod(aw + 3.14159, segAngle);
                float segIndex = floor((aw + 3.14159) / segAngle);

                float t = localAngle / segAngle;

                // Per-spike character: off-centre tips, fat-to-needle sharpness,
                // broad length spread with occasional dominant spikes.
                float h1 = hash(segIndex * 17.3 + seed);
                float h2 = hash(segIndex * 31.7 + seed + 5.1);
                float h3 = hash(segIndex * 47.9 + seed + 9.7);
                float tip = mix(0.5, mix(0.2, 0.8, h2), min(uIrregularity, 1.0));
                float spike = t < tip ? t / max(tip, 1e-3)
                                      : (1.0 - t) / max(1.0 - tip, 1e-3);
                spike = pow(clamp(spike, 0.0, 1.0),
                            mix(1.0, mix(0.55, 3.2, h3), min(uIrregularity, 1.0)));
                float lenVar = mix(0.35, 1.15, h1) + pow(h2, 6.0) * 1.8;
                float spikeScale = mix(1.0, lenVar, min(uIrregularity, 1.5));

                float thisSpike = spike * spikeLength * spikeScale;
                float starShape = baseR + thisSpike;

                float feather = max(0.002, uEdgeBlur);
                float mask = smoothstep(starShape + feather, starShape - feather, dist);

                if (mask < 0.001) {
                  gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
                  return;
                }

                float edgeDist = abs(dist - starShape);
                float edgeFactor = smoothstep(feather * 3.0, 0.0, edgeDist) * uChromaticStrength;
                vec2 chrDir = normalize(delta + 0.001) * edgeFactor;

                float r = texture2D(tDiffuse, uv + chrDir).r;
                float g = texture2D(tDiffuse, uv).g;
                float b = texture2D(tDiffuse, uv - chrDir).b;
                vec3 sceneColor = vec3(r, g, b);

                gl_FragColor = vec4(sceneColor, mask);
              }
            `,
          };

          const TransitionFXShader = {
            uniforms: {
              tDiffuse: { value: null },
              uTransAmount: { value: 0.0 },
              uChromatic: { value: P.transChromatic },
              uZoomBlur: { value: P.transZoomBlur },
              uDistortion: { value: P.transDistortion },
              uBrightness: { value: P.transBrightness },
              uContrast: { value: P.transContrast },
              uSaturation: { value: P.transSaturation },
            },
            vertexShader: `
              varying vec2 vUv;
              void main() {
                vUv = uv;
                gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
              }
            `,
            fragmentShader: `
              uniform sampler2D tDiffuse;
              uniform float uTransAmount;
              uniform float uChromatic;
              uniform float uZoomBlur;
              uniform float uDistortion;
              uniform float uBrightness;
              uniform float uContrast;
              uniform float uSaturation;
              varying vec2 vUv;

              void main() {
                if (uTransAmount < 0.001) {
                  gl_FragColor = texture2D(tDiffuse, vUv);
                  return;
                }

                vec2 uv = vUv;
                vec2 center = uv - 0.5;
                float dist = length(center);

                vec2 distortedUV = uv + center * dist * dist * uDistortion * uTransAmount;
                distortedUV = clamp(distortedUV, 0.0, 1.0);

                vec3 color = vec3(0.0);
                float totalWeight = 0.0;
                float blurAmount = uZoomBlur * uTransAmount * 0.1;
                for (int i = 0; i < 10; i++) {
                  float t = float(i) / 9.0;
                  float weight = 1.0 - t * 0.6;
                  vec2 sampleUV = clamp(distortedUV + center * blurAmount * t, 0.0, 1.0);
                  color += texture2D(tDiffuse, sampleUV).rgb * weight;
                  totalWeight += weight;
                }
                color /= totalWeight;

                float caAmount = uChromatic * uTransAmount;
                vec2 caDir = normalize(center + 0.001) * caAmount;
                color.r = mix(color.r, texture2D(tDiffuse, clamp(distortedUV + caDir, 0.0, 1.0)).r, uTransAmount);
                color.b = mix(color.b, texture2D(tDiffuse, clamp(distortedUV - caDir, 0.0, 1.0)).b, uTransAmount);

                float brightness = mix(1.0, uBrightness, uTransAmount);
                color *= brightness;

                float contrast = mix(1.0, uContrast, uTransAmount);
                color = (color - 0.5) * contrast + 0.5;

                float saturation = mix(1.0, uSaturation, uTransAmount);
                float lum = dot(color, vec3(0.299, 0.587, 0.114));
                color = mix(vec3(lum), color, saturation);

                gl_FragColor = vec4(clamp(color, 0.0, 1.0), texture2D(tDiffuse, uv).a);
              }
            `,
          };

          const GlitchShader = {
            uniforms: {
              tDiffuse: { value: null },
              uTime: { value: 0 },
              uShakePower: { value: 0.0 },
              uShakeRate: { value: 0.0 },
              uShakeSpeed: { value: P.glitchSpeed },
              uShakeBlockSize: { value: P.glitchBlockSize },
              uShakeColorRate: { value: 0.0 },
            },
            vertexShader: `
              varying vec2 vUv;
              void main() {
                vUv = uv;
                gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
              }
            `,
            fragmentShader: `
              uniform sampler2D tDiffuse;
              uniform float uTime;
              uniform float uShakePower;
              uniform float uShakeRate;
              uniform float uShakeSpeed;
              uniform float uShakeBlockSize;
              uniform float uShakeColorRate;
              varying vec2 vUv;

              float random(float seed) {
                return fract(543.2543 * sin(dot(vec2(seed, seed), vec2(3525.46, -54.3415))));
              }

              void main() {
                float enable_shift = float(
                  random(trunc(uTime * uShakeSpeed)) < uShakeRate
                );

                vec2 fixed_uv = vUv;
                fixed_uv.x += (
                  random(
                    (trunc(vUv.y * uShakeBlockSize) / uShakeBlockSize) + uTime
                  ) - 0.5
                ) * uShakePower * enable_shift;

                vec4 pixel_color = texture2D(tDiffuse, fixed_uv);
                pixel_color.r = mix(
                  pixel_color.r,
                  texture2D(tDiffuse, fixed_uv + vec2(uShakeColorRate, 0.0)).r,
                  enable_shift
                );
                pixel_color.b = mix(
                  pixel_color.b,
                  texture2D(tDiffuse, fixed_uv + vec2(-uShakeColorRate, 0.0)).b,
                  enable_shift
                );

                gl_FragColor = pixel_color;
              }
            `,
          };

          const EdgeBlurShader = {
            uniforms: {
              tDiffuse: { value: null },
              uDirection: { value: new THREE.Vector2(1, 0) },
              uBlurAmount: { value: 0.0 },
              uSpread: { value: P.edgeBlurSpread },
              uResolution: { value: new THREE.Vector2(W, H) },
            },
            vertexShader: `
              varying vec2 vUv;
              void main() {
                vUv = uv;
                gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
              }
            `,
            fragmentShader: `
              uniform sampler2D tDiffuse;
              uniform vec2 uDirection;
              uniform float uBlurAmount;
              uniform float uSpread;
              uniform vec2 uResolution;
              varying vec2 vUv;

              void main() {
                vec2 center = vUv - 0.5;
                float dist = length(center);
                float blurStart = (1.0 - uSpread) * 0.5;
                float edgeFactor = smoothstep(blurStart, blurStart + 0.3, dist);
                float radius = edgeFactor * uBlurAmount;

                if (radius < 0.5) {
                  gl_FragColor = texture2D(tDiffuse, vUv);
                  return;
                }

                vec2 texelSize = 1.0 / uResolution;
                vec2 step = uDirection * texelSize * radius;

                vec4 result = vec4(0.0);
                result += texture2D(tDiffuse, vUv - step * 6.0) * 0.002;
                result += texture2D(tDiffuse, vUv - step * 5.0) * 0.009;
                result += texture2D(tDiffuse, vUv - step * 4.0) * 0.028;
                result += texture2D(tDiffuse, vUv - step * 3.0) * 0.066;
                result += texture2D(tDiffuse, vUv - step * 2.0) * 0.121;
                result += texture2D(tDiffuse, vUv - step * 1.0) * 0.175;
                result += texture2D(tDiffuse, vUv)               * 0.198;
                result += texture2D(tDiffuse, vUv + step * 1.0) * 0.175;
                result += texture2D(tDiffuse, vUv + step * 2.0) * 0.121;
                result += texture2D(tDiffuse, vUv + step * 3.0) * 0.066;
                result += texture2D(tDiffuse, vUv + step * 4.0) * 0.028;
                result += texture2D(tDiffuse, vUv + step * 5.0) * 0.009;
                result += texture2D(tDiffuse, vUv + step * 6.0) * 0.002;

                gl_FragColor = result;
              }
            `,
          };

          const PostFXShader = {
            uniforms: {
              tDiffuse: { value: null },
              uVignetteIntensity: { value: 0.0 },
              uChromaticAberration: { value: 0.0 },
              uScanlineIntensity: { value: 0.0 },
              uTime: { value: 0.0 },
            },
            vertexShader: `
              varying vec2 vUv;
              void main() {
                vUv = uv;
                gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
              }
            `,
            fragmentShader: `
              uniform sampler2D tDiffuse;
              uniform float uVignetteIntensity;
              uniform float uChromaticAberration;
              uniform float uScanlineIntensity;
              uniform float uTime;
              varying vec2 vUv;

              void main() {
                vec2 uv = vUv;
                vec2 center = uv - 0.5;
                float dist = length(center);
                float dist2 = dot(center, center);

                float edgeFactor = smoothstep(0.2, 0.6, dist);
                float caStrength = uChromaticAberration * edgeFactor;
                vec2 caDir = normalize(center + 0.001) * caStrength;
                vec3 color;
                color.r = texture2D(tDiffuse, clamp(uv + caDir, 0.0, 1.0)).r;
                color.g = texture2D(tDiffuse, uv).g;
                color.b = texture2D(tDiffuse, clamp(uv - caDir, 0.0, 1.0)).b;

                float scanline = sin(uv.y * 800.0 + uTime * 2.0) * 0.5 + 0.5;
                scanline = pow(scanline, 8.0) * uScanlineIntensity;
                color -= scanline * 0.08;
                float noiseLine = fract(sin(floor(uv.y * 400.0 + uTime * 5.0) * 43758.5453)) * uScanlineIntensity * 0.03;
                color += noiseLine;

                float vignette = 1.0 - dist2 * uVignetteIntensity;
                vignette = smoothstep(0.0, 0.5, clamp(vignette, 0.0, 1.0));
                color *= vignette;

                gl_FragColor = vec4(color, texture2D(tDiffuse, uv).a);
              }
            `,
          };

          const GridLineShader = {
            uniforms: {
              uColor: { value: new THREE.Color(P.gridLineColor) },
              uOpacity: { value: P.gridOpacity },
              uFadeStart: { value: P.gridFadeStart },
              uFadeEnd: { value: P.gridFadeEnd },
              uCameraPos: { value: new THREE.Vector3() },
              uTime: { value: 0.0 },
              uGlowSpeed: { value: P.gridGlowSpeed },
              uGlowIntensity: { value: P.gridGlowIntensity },
            },
            vertexShader: `
              varying vec3 vWorldPos;
              void main() {
                vec4 worldPos = modelMatrix * vec4(position, 1.0);
                vWorldPos = worldPos.xyz;
                gl_Position = projectionMatrix * viewMatrix * worldPos;
              }
            `,
            fragmentShader: `
              uniform vec3 uColor;
              uniform float uOpacity;
              uniform float uFadeStart;
              uniform float uFadeEnd;
              uniform vec3 uCameraPos;
              uniform float uTime;
              uniform float uGlowSpeed;
              uniform float uGlowIntensity;
              varying vec3 vWorldPos;

              float hash(float n) { return fract(sin(n) * 43758.5453); }

              void main() {
                float dist = distance(vWorldPos, uCameraPos);
                float fade = 1.0 - smoothstep(uFadeStart, uFadeEnd, dist);
                if (fade < 0.01) discard;

                float dotGlow = 0.0;
                float dotRadius = 0.4;

                for (int d = 0; d < 5; d++) {
                  float di = float(d);
                  float seedX = hash(floor(vWorldPos.y * 10.0) * 137.0 + floor(vWorldPos.z * 10.0) * 311.0 + di * 73.0);
                  float dotPosX = mod(uTime * uGlowSpeed * (0.5 + seedX * 2.0) + seedX * 200.0, 300.0) - 150.0;
                  dotGlow += exp(-pow((vWorldPos.x - dotPosX) / dotRadius, 2.0)) * 0.5;

                  float seedY = hash(floor(vWorldPos.x * 10.0) * 173.0 + floor(vWorldPos.z * 10.0) * 271.0 + di * 91.0);
                  float dotPosY = mod(uTime * uGlowSpeed * (0.5 + seedY * 2.0) + seedY * 200.0, 300.0) - 150.0;
                  dotGlow += exp(-pow((vWorldPos.y - dotPosY) / dotRadius, 2.0)) * 0.5;

                  float seedZ = hash(floor(vWorldPos.x * 10.0) * 251.0 + floor(vWorldPos.y * 10.0) * 197.0 + di * 59.0);
                  float dotPosZ = mod(uTime * uGlowSpeed * (0.5 + seedZ * 2.0) + seedZ * 200.0, 300.0) - 150.0;
                  dotGlow += exp(-pow((vWorldPos.z - dotPosZ) / dotRadius, 2.0)) * 0.5;
                }

                dotGlow *= uGlowIntensity;

                float finalAlpha = (uOpacity + dotGlow) * fade;
                vec3 finalColor = uColor * (1.0 + dotGlow * 3.0);

                gl_FragColor = vec4(finalColor, min(finalAlpha, 1.0));
              }
            `,
          };

          // ---------- font: local Geist Bold TTF -> three Font (blocks the load event) ----------
          const ttfBuffer = await fetch("assets/fonts/Geist-Bold.ttf").then((r) => r.arrayBuffer());
          const font = new FontLoader().parse(new TTFLoader().parse(ttfBuffer));
          try {
            await document.fonts.ready; // DOM letter rects must be measured with the real font
          } catch (e) {}

          // Shrink the DOM headline if a long title overflows, BEFORE measuring spans
          for (const id of ["wpt-headline"]) {
            const el = document.getElementById(id);
            if (el.scrollWidth > 1760) {
              el.style.fontSize = Math.floor(176 * (1760 / el.scrollWidth)) + "px";
            }
          }

          // ---------- renderer / scenes / camera ----------
          const canvas = document.getElementById("wpt-three");
          const renderer = new THREE.WebGLRenderer({
            canvas,
            antialias: true,
            alpha: true,
            stencil: true,
            preserveDrawingBuffer: true, // audit pixel-hashing + deterministic capture read the buffer back
          });
          renderer.setSize(W, H, false);
          renderer.setPixelRatio(1);
          renderer.setClearColor(0x000000, 0);
          renderer.toneMapping = THREE.NoToneMapping;

          const scene = new THREE.Scene();
          const gridScene = new THREE.Scene();
          const camera = new THREE.PerspectiveCamera(P.initialFOV, W / H, 0.1, 500);
          camera.position.set(0, 0, P.cameraDistance);
          camera.lookAt(0, 0, 0);

          // Lighting (for the floating extruded shapes)
          scene.add(new THREE.AmbientLight(0xffffff, P.ambientIntensity));
          const dirLight = new THREE.DirectionalLight(0xffffff, P.keyLightIntensity);
          dirLight.position.set(P.keyLightX, P.keyLightY, P.keyLightZ);
          scene.add(dirLight);

          // ---------- background plane + volumetric glow-dot grid ----------
          const bgPlaneMat = new THREE.MeshBasicMaterial({
            color: P.portalStartColor,
            side: THREE.DoubleSide,
          });
          const bgPlane = new THREE.Mesh(new THREE.PlaneGeometry(500, 500), bgPlaneMat);
          bgPlane.position.z = -100;
          bgPlane.renderOrder = -10;
          gridScene.add(bgPlane);

          const gridPositions = [];
          {
            const count = Math.floor(P.gridSize / P.gridSpacing);
            const he = P.gridSize;
            for (let a = -count; a <= count; a++) {
              for (let b = -count; b <= count; b++) {
                const ca = a * P.gridSpacing;
                const cb = b * P.gridSpacing;
                gridPositions.push(-he, ca, cb, he, ca, cb);
                gridPositions.push(ca, -he, cb, ca, he, cb);
                gridPositions.push(ca, cb, -he, ca, cb, he);
              }
            }
          }
          const gridGeo = new THREE.BufferGeometry();
          gridGeo.setAttribute("position", new THREE.Float32BufferAttribute(gridPositions, 3));
          const gridMat = new THREE.ShaderMaterial({
            uniforms: THREE.UniformsUtils.clone(GridLineShader.uniforms),
            vertexShader: GridLineShader.vertexShader,
            fragmentShader: GridLineShader.fragmentShader,
            transparent: true,
            depthWrite: false,
          });
          const gridLines = new THREE.LineSegments(gridGeo, gridMat);
          gridLines.position.x = P.gridOffsetX;
          gridLines.visible = false;
          gridScene.add(gridLines);

          // ---------- floating extruded triangles (experiment's decorative shapes) ----------
          function triangleShape(size) {
            const shape = new THREE.Shape();
            const h = (size * Math.sqrt(3)) / 2;
            shape.moveTo(0, h * 0.66);
            shape.lineTo(-size / 2, -h * 0.33);
            shape.lineTo(size / 2, -h * 0.33);
            shape.closePath();
            return shape;
          }
          const floatingShapes = [];
          const shapeConfigs = [
            { size: 1.8, basePos: [-8, 5, 2], color: ACCENT },
            { size: 1.4, basePos: [7, -3, 1], color: ACCENT },
            { size: 1.0, basePos: [-6, -6, 3], color: "#1a1a1a" },
            { size: 1.2, basePos: [9, 6, 2], color: ACCENT },
          ];
          for (const cfg of shapeConfigs) {
            const geo = new THREE.ExtrudeGeometry(triangleShape(cfg.size), {
              depth: 0.3,
              bevelEnabled: true,
              bevelThickness: 0.02,
              bevelSize: 0.02,
              bevelSegments: 2,
            });
            geo.center();
            const mesh = new THREE.Mesh(
              geo,
              new THREE.MeshStandardMaterial({ color: cfg.color, roughness: 0.4, metalness: 0.1 }),
            );
            mesh.position.set(cfg.basePos[0], cfg.basePos[1], cfg.basePos[2]);
            mesh.userData.basePos = new THREE.Vector3(...cfg.basePos);
            scene.add(mesh);
            floatingShapes.push(mesh);
          }

          // ---------- 3D page content: extruded letters + flat outlined lines ----------
          const contentGroup = new THREE.Group();
          contentGroup.visible = false;
          scene.add(contentGroup);
          const textMeshes = [];

          // Screen px -> world units at the 2D camera (FOV 100, z 22)
          const fovRad = (P.initialFOV * Math.PI) / 180;
          const visH = 2 * P.cameraDistance * Math.tan(fovRad / 2);
          const visW = visH * (W / H);
          function rectToWorld(r) {
            return {
              x: ((r.left + r.width / 2) / W - 0.5) * visW,
              y: (0.5 - (r.top + r.height / 2) / H) * visH,
              w: (r.width / W) * visW,
              h: (r.height / H) * visH,
            };
          }
          // Transform-immune element rect (GSAP intro tweens offset elements at t=0)
          function offsetRect(el) {
            let left = el.offsetLeft;
            let top = el.offsetTop;
            let node = el.offsetParent;
            while (node && node.id !== "wpt-card" && node !== document.body) {
              left += node.offsetLeft;
              top += node.offsetTop;
              node = node.offsetParent;
            }
            return { left, top, width: el.offsetWidth, height: el.offsetHeight };
          }
          const lineResolution = new THREE.Vector2(W, H);

          // Geist glyphs contain self-overlapping junction notches (fine for nonzero-winding
          // browser fills, fatal for extrusion triangulation + EdgesGeometry). Resolve the
          // overlaps with a nonzero polygon union before extruding.
          function cleanShapes(shapes) {
            const SC = 1000;
            const cleaned = [];
            for (const shape of shapes) {
              const pts = shape.extractPoints(12);
              const paths = [pts.shape, ...pts.holes].map((ring) =>
                ring.map((p) => ({ X: Math.round(p.x * SC), Y: Math.round(p.y * SC) })),
              );
              let simp;
              try {
                simp = ClipperLib.Clipper.SimplifyPolygons(paths, ClipperLib.PolyFillType.pftNonZero);
              } catch (e) {
                cleaned.push(shape);
                continue;
              }
              const outerRings = [];
              const holeRings = [];
              for (const ring of simp) {
                if (ring.length < 3) continue;
                (ClipperLib.Clipper.Orientation(ring) ? outerRings : holeRings).push(ring);
              }
              const outShapes = outerRings.map(
                (r) => new THREE.Shape(r.map((p) => new THREE.Vector2(p.X / SC, p.Y / SC))),
              );
              for (const hr of holeRings) {
                let owner = outShapes[0];
                for (let oi = 0; oi < outerRings.length; oi++) {
                  if (ClipperLib.Clipper.PointInPolygon(hr[0], outerRings[oi]) !== 0) {
                    owner = outShapes[oi];
                    break;
                  }
                }
                if (owner)
                  owner.holes.push(
                    new THREE.Path(hr.map((p) => new THREE.Vector2(p.X / SC, p.Y / SC))),
                  );
              }
              cleaned.push(...outShapes);
            }
            return cleaned;
          }

          function cleanTextGeometry(text, size, depth) {
            const shapes = cleanShapes(font.generateShapes(text, size));
            return new THREE.ExtrudeGeometry(shapes, { depth, bevelEnabled: false });
          }

          function createLetterAt(char, wr, random = rand) {
            const g = new THREE.Group();
            // A shared geometry size lets a reused glyph scale continuously between
            // source and target layouts, even when a long phrase needs smaller type.
            const size = 10;
            const geo = cleanTextGeometry(char, size, P.textDepthMax);
            geo.computeBoundingBox();
            const bb = geo.boundingBox;
            const geoW = bb.max.x - bb.min.x;
            const geoH = bb.max.y - bb.min.y;
            geo.center();
            const xyScale = Math.min(wr.w / (geoW || 1), wr.h / (geoH || 1));

            g.add(
              new THREE.Mesh(
                geo,
                new THREE.MeshBasicMaterial({
                  color: "#050505",
                  side: THREE.DoubleSide,
                  transparent: true,
                }),
              ),
            );

            const edges = new THREE.EdgesGeometry(geo, 20);
            const lineGeo = new LineSegmentsGeometry();
            lineGeo.setPositions(edges.attributes.position.array);
            const lineMat = new LineMaterial({
              color: new THREE.Color(P.outlineColor).getHex(),
              linewidth: P.outlineWidth,
              transparent: true,
              resolution: lineResolution,
            });
            g.add(new LineSegments2(lineGeo, lineMat));
            edges.dispose();

            g.scale.set(xyScale, xyScale, 0.01);
            g.position.set(wr.x, wr.y, 0);
            g.userData.char = char;
            g.userData.baseX = wr.x;
            g.userData.baseY = wr.y;
            g.userData.xyScale = xyScale;
            g.userData.targetZ = (random() - 0.5) * P.letterZSpread;
            const ratio = P.textDepthMin / P.textDepthMax;
            g.userData.depthScale = ratio + random() * (1 - ratio);
            g.userData.isLetter = true;
            contentGroup.add(g);
            textMeshes.push(g);
            return g;
          }

          function createFlatLine(text, wr, widthMult, opacity) {
            const geo = cleanTextGeometry(text, 1, 0.02);
            geo.computeBoundingBox();
            const bb = geo.boundingBox;
            const geoW = bb.max.x - bb.min.x;
            const geoH = bb.max.y - bb.min.y;
            geo.center();
            const s = Math.min(wr.h / (geoH || 1), wr.w / (geoW || 1));

            const g = new THREE.Group();
            g.add(
              new THREE.Mesh(
                geo,
                new THREE.MeshBasicMaterial({
                  color: "#050505",
                  side: THREE.DoubleSide,
                  transparent: true,
                }),
              ),
            );
            const edges = new THREE.EdgesGeometry(geo, 40);
            const lineGeo = new LineSegmentsGeometry();
            lineGeo.setPositions(edges.attributes.position.array);
            const lineMat = new LineMaterial({
              color: new THREE.Color(P.outlineColor).getHex(),
              linewidth: P.outlineWidth * widthMult,
              transparent: true,
              opacity: opacity,
              resolution: lineResolution,
            });
            g.add(new LineSegments2(lineGeo, lineMat));
            edges.dispose();

            g.scale.set(s, s, 1);
            g.position.set(wr.x, wr.y, 0);
            g.userData.baseY = wr.y;
            g.userData.isSupporting = true;
            g.userData.faceColor = g.children[0].material.color.clone();
            contentGroup.add(g);
            textMeshes.push(g);
          }

          // Headline letters from the DOM spans (2D card and 3D letters stay aligned)
          document.querySelectorAll("#wpt-headline [data-3d-char]").forEach((span) => {
            const ch = span.textContent;
            if (!ch || ch.trim() === "") return;
            const r = offsetRect(span);
            if (r.width < 1 || r.height < 1) return;
            createLetterAt(ch, rectToWorld(r));
          });
          const sourceLetters = textMeshes.slice();
          // Kicker + subtitle as flat outlined lines
          const kickEl = document.getElementById("wpt-kicker-text");
          if (kickEl && kickEl.textContent.trim()) {
            createFlatLine(kickEl.textContent, rectToWorld(offsetRect(kickEl)), 0.7, 0.6);
          }
          const subEl = document.getElementById("wpt-subtitle");
          if (subEl && subEl.textContent.trim()) {
            createFlatLine(subEl.textContent, rectToWorld(offsetRect(subEl)), 0.7, 0.6);
          }

          const supportingLines = textMeshes.filter((obj) => obj.userData.isSupporting);
          const replacementLetters = [];
          const transition = window.__wptTransition;
          const clamp01 = (v) => Math.max(0, Math.min(1, v));
          const smooth = (v) => {
            const x = clamp01(v);
            return x * x * (3 - 2 * x);
          };

          // Typeset from font metrics, independent of any final DOM card. Search
          // whole-word wraps, maximizing readable type size in a safe 1520 x 620 box.
          // A long unbroken word shrinks intact; no words or glyphs are discarded.
          function layoutPhrase(text) {
            const measure = document.createElement("canvas").getContext("2d");
            measure.font = "700 176px Geist";
            const tracking = 176 * 0.03;
            const advance = (char) => measure.measureText(char).width + tracking;
            const width = (line) =>
              Array.from(line).reduce((sum, char) => sum + advance(char), -tracking);
            const words = text.split(" ");
            const widest = Math.max(...words.map(width));
            const total = width(text);
            let best = null;
            // Trying each possible break-width gives several balanced candidates
            // without restricting the result to two words or a fixed line count.
            const candidates = new Set([total, widest]);
            for (let first = 0; first < words.length; first++) {
              let line = "";
              for (let last = first; last < words.length; last++) {
                line += (line ? " " : "") + words[last];
                candidates.add(width(line));
              }
            }
            for (const limit of candidates) {
              if (limit < widest) continue;
              const lines = [];
              let line = "";
              for (const word of words) {
                const next = line ? line + " " + word : word;
                if (line && width(next) > limit + 0.01) {
                  lines.push(line);
                  line = word;
                } else line = next;
              }
              if (line) lines.push(line);
              const widths = lines.map(width);
              const scale = Math.min(1, 1520 / Math.max(...widths), 620 / (lines.length * 176 * 1.18));
              const balance = Math.min(...widths) / Math.max(...widths);
              const score = scale * (0.94 + 0.06 * balance);
              if (!best || score > best.score) best = { lines, widths, scale, score };
            }
            const glyphs = [];
            const lineHeight = 176 * 1.18 * best.scale;
            best.lines.forEach((line, row) => {
              let left = (W - best.widths[row] * best.scale) / 2;
              for (const char of Array.from(line)) {
                const step = advance(char) * best.scale;
                if (char.trim())
                  glyphs.push({
                    char,
                    row,
                    rect: {
                      left,
                      top: H / 2 + (row - (best.lines.length - 1) / 2) * lineHeight - 88 * best.scale,
                      width: (advance(char) - tracking) * best.scale,
                      height: 176 * best.scale,
                    },
                  });
                left += step;
              }
            });
            return { ...best, glyphs };
          }
          const phraseLayout = layoutPhrase(window.__wptPhrase);
          for (const { char, rect, row } of phraseLayout.glyphs) {
            const letter = createLetterAt(char, rectToWorld(rect), phraseRand);
            // Keep spacing consistent at the hold camera while retaining real depth.
            const distance = P.cameraDistance3D - P.contentZOffset;
            const perspective = (distance - letter.userData.targetZ) / distance;
            letter.userData.baseX *= perspective;
            letter.userData.baseY *= perspective;
            letter.userData.xyScale *= perspective;
            letter.userData.row = row;
            replacementLetters.push(letter);
          }

          // Reuse matching letter identities first, then pair remaining glyphs by
          // spatial proximity. Extra target letters have their own distant Z origin;
          // unused source letters depart early instead of lingering until a swap.
          const slots = replacementLetters.map((to) => ({ from: null, to }));
          const remaining = new Set(sourceLetters);
          const distance = (a, b) => Math.hypot(a.baseX - b.baseX, a.baseY - b.baseY);
          for (const exactOnly of [true, false]) {
            for (const slot of slots) {
              if (slot.from) continue;
              let closest = null,
                cost = Infinity;
              for (const letter of remaining) {
                if (exactOnly && letter.userData.char !== slot.to.userData.char) continue;
                const candidateCost = distance(letter.userData, slot.to.userData);
                if (candidateCost < cost) {
                  closest = letter;
                  cost = candidateCost;
                }
              }
              if (closest) {
                slot.from = closest;
                remaining.delete(closest);
              }
            }
          }
          for (const from of remaining) slots.push({ from, to: null });
          slots.forEach((slot, i) => {
            const target = slot.to || slot.from;
            slot.start = slot.from
              ? slot.from.userData
              : {
                  baseX: target.userData.baseX * 1.25,
                  baseY: target.userData.baseY * 1.25,
                  targetZ: -60 - phraseRand() * 65,
                  xyScale: target.userData.xyScale,
                };
            slot.end = (slot.to || slot.from).userData;
            const rank = i / Math.max(1, replacementLetters.length - 1);
            slot.delay = clamp01(rank) * transition.duration * 0.26;
            // Keep the same object alive when the character itself does not change.
            slot.sameGlyph = !!(
              slot.from &&
              slot.to &&
              slot.from.userData.char === slot.to.userData.char
            );
            if (slot.sameGlyph) slot.to.visible = false;
          });

          // The adjustable power concentrates speed around the edge-on letter swap
          // at 62% of local time: slow preparation, fast handoff, then a soft settle.
          function phraseEase(progress) {
            const x = clamp01(progress);
            const a = Math.pow(x * 0.38, transition.easing);
            const b = Math.pow((1 - x) * 0.62, transition.easing);
            return a / (a + b);
          }
          function opacityFor(obj, opacity) {
            for (const child of obj.children) {
              child.material.opacity = opacity;
              child.material.depthWrite = opacity > 0.995;
            }
          }
          function depthFade(obj, amount, baseOpacity = 1) {
            const opacity = 1 - smooth((amount - 0.005) / 0.13);
            opacityFor(obj, opacity);
            const haze = transition.fog ? 1 - smooth(amount / 0.15) : 1;
            obj.children[1].material.color.set(P.outlineColor).lerp(endCol, 1 - haze);
            obj.children[1].material.opacity = baseOpacity * opacity;
            obj.visible = opacity > 0.001;
            return opacity;
          }

          function handoffLetters(t, portal) {
            let glitchEnvelope = 0;
            for (let i = 0; i < slots.length; i++) {
              const slot = slots[i];
              const progress = clamp01(
                (t - transition.start - slot.delay) / (transition.duration * 0.74),
              );
              const motion = phraseEase(progress);
              const incoming = motion >= 0.5;
              const start = slot.start,
                end = slot.end;
              // Spare source letters fog out during the first fraction of recession,
              // before the active letters turn. This path also runs with fog disabled.
              if (!slot.to) {
                const depart = smooth(
                  (t - transition.start - (i % 3) * 0.025) / Math.min(0.75, transition.duration * 0.45),
                );
                const obj = slot.from;
                obj.position.set(start.baseX, start.baseY, start.targetZ * portal - depart * 125);
                obj.rotation.set(0, depart * 0.3, 0);
                obj.scale.set(
                  start.xyScale,
                  start.xyScale,
                  THREE.MathUtils.lerp(0.01, start.depthScale, portal),
                );
                depthFade(obj, depart);
                continue;
              }
              const x = THREE.MathUtils.lerp(start.baseX, end.baseX, motion);
              const y =
                THREE.MathUtils.lerp(start.baseY, end.baseY, motion) +
                Math.sin(t * 0.6 + i * 0.7) * 0.12 * portal;
              // Keep the approved forward rush: the original camera pushes into
              // the wireframe world as the resolved letters accelerate toward it.
              // A small reading-order stagger carries each letter past the lens;
              // there is no backward Z travel or opacity dissolve on this exit.
              const exitDelay = (i / Math.max(1, replacementLetters.length - 1)) * 0.2;
              const flyPast = Math.pow(clamp01((t - 6.0 - exitDelay) / 1.25), 3);
              const z =
                THREE.MathUtils.lerp(start.targetZ, end.targetZ, motion) * portal -
                Math.sin(Math.PI * motion) * 1.8 +
                flyPast * 38;
              // Retire a glyph only after its full extrusion is behind the camera.
              // Before then, clipping and perspective carry the fly-through.
              const cameraSpace = new THREE.Vector3(x, y, z + P.contentZOffset * portal).applyMatrix4(
                camera.matrixWorldInverse,
              );
              const passedCamera = cameraSpace.z > P.textDepthMax * 2;
              const edge = Math.pow(Math.abs(2 * motion - 1), 0.65);
              const swapPulse = Math.exp(-Math.pow((progress - 0.62) / 0.045, 2));
              const settlePulse = Math.exp(-Math.pow((progress - 0.86) / 0.065, 2));
              glitchEnvelope = Math.max(glitchEnvelope, swapPulse * 0.65, settlePulse);
              const tick =
                Math.sin(Math.floor(t * 36) * 17.1 + i * 4.7) * settlePulse * transition.glitch;
              for (const [obj, isIncoming] of [
                [slot.from, false],
                [slot.to, true],
              ]) {
                if (!obj) continue;
                const isActive = slot.sameGlyph ? !isIncoming : incoming === isIncoming;
                // New glyphs fly up from deep Z throughout the move. They are not
                // duplicates split out of a source letter, and never disappear at the seam.
                const extra = !slot.from;
                const entrance = extra ? smooth(motion / 0.34) : 1;
                const opacity = entrance;
                obj.visible = (extra || isActive) && opacity > 0.001 && !passedCamera;
                opacityFor(obj, opacity);
                obj.position.set(x + tick * 0.12, y + tick * 0.04, z);
                obj.rotation.set(
                  0,
                  slot.sameGlyph
                    ? Math.sin(Math.PI * motion) * 0.55
                    : extra
                      ? -Math.PI * 0.75 * (1 - motion)
                      : incoming
                        ? -Math.PI * (1 - motion)
                        : Math.PI * motion,
                  tick * 0.012,
                );
                const xyScale = THREE.MathUtils.lerp(start.xyScale, end.xyScale, motion);
                obj.scale.set(
                  xyScale,
                  xyScale,
                  THREE.MathUtils.lerp(0.01, end.depthScale, portal) *
                    (extra || slot.sameGlyph ? 1 : 0.015 + 0.985 * edge),
                );
              }
            }
            return glitchEnvelope;
          }

          function recedeSupportingLines(t) {
            supportingLines.forEach((obj, i) => {
              const travel = smooth((t - 2.65 - i * 0.09) / 1.3);
              obj.position.z = -145 * travel;
              depthFade(obj, travel, 0.6);
            });
          }

          // ---------- post-processing chain (experiment pass order + glitch pass) ----------
          const renderTarget = new THREE.WebGLRenderTarget(W, H, {
            format: THREE.RGBAFormat,
            type: THREE.HalfFloatType,
            depthBuffer: true,
            samples: 4,
          });
          const composer = new EffectComposer(renderer, renderTarget);
          composer.setSize(W, H);

          const gridRenderPass = new RenderPass(gridScene, camera);
          gridRenderPass.clearAlpha = 0;
          composer.addPass(gridRenderPass);

          const contentRenderPass = new RenderPass(scene, camera);
          contentRenderPass.clear = false;
          composer.addPass(contentRenderPass);

          const blurPassH = new ShaderPass(EdgeBlurShader);
          blurPassH.uniforms.uDirection.value.set(1, 0);
          composer.addPass(blurPassH);
          const blurPassV = new ShaderPass(EdgeBlurShader);
          blurPassV.uniforms.uDirection.value.set(0, 1);
          composer.addPass(blurPassV);

          const postfxPass = new ShaderPass(PostFXShader);
          composer.addPass(postfxPass);

          const glitchPass = new ShaderPass(GlitchShader);
          composer.addPass(glitchPass);

          const transFXPass = new ShaderPass(TransitionFXShader);
          composer.addPass(transFXPass);

          const portalPass = new ShaderPass(PortalCompositeShader);
          portalPass.material.transparent = true;
          composer.addPass(portalPass);

          composer.addPass(new OutputPass());

          // ---------- warp dots (2D overlay canvas, pure function of state) ----------
          const warpCanvas = document.getElementById("wpt-warp");
          // Keep warp-dot rasterization identical on fresh and repeated seeks.
          const wctx = warpCanvas.getContext("2d", { willReadFrequently: true });
          const warpDots = [];
          {
            const count = P.warpDotCount;
            const depthLayers = Math.ceil(Math.cbrt(count) * 2);
            const sideCount = Math.ceil(Math.sqrt(count / depthLayers));
            outer: for (let iz = 0; iz < depthLayers; iz++) {
              for (let iy = 0; iy < sideCount; iy++) {
                for (let ix = 0; ix < sideCount; ix++) {
                  if (warpDots.length >= count) break outer;
                  warpDots.push({
                    x: (ix - (sideCount - 1) / 2) * 1.0,
                    y: (iy - (sideCount - 1) / 2) * 1.0,
                    z: iz * 1.0 + 0.5,
                  });
                }
              }
            }
          }
          const WARP_MAX_Z = Math.max(10, Math.ceil(Math.cbrt(P.warpDotCount) * 2));

          function drawWarpDots(S) {
            wctx.clearRect(0, 0, W, H);
            const vis = S.warp;
            if (vis < 0.01) return;
            const cx = W / 2;
            const cy = H / 2;
            for (let i = 0; i < warpDots.length; i++) {
              const d = warpDots[i];
              let z = (((d.z - S.travel) % WARP_MAX_Z) + WARP_MAX_Z) % WARP_MAX_Z;
              if (z < 0.05) z += WARP_MAX_Z;

              const scale = 300 / z;
              const sx = cx + d.x * scale;
              const sy = cy + d.y * scale;
              const size = (P.warpDotSize / z) * 3;
              if (size < 0.3) continue;
              if (sx < -10 || sx > W + 10 || sy < -10 || sy > H + 10) continue;

              const depthAlpha = Math.min(1, 2 / z);
              const alpha = depthAlpha * vis * P.warpDotOpacity;

              wctx.globalAlpha = alpha;
              wctx.fillStyle = P.warpDotColor;
              wctx.beginPath();
              wctx.arc(sx, sy, size, 0, Math.PI * 2);
              wctx.fill();

              if (z < 2 && size > 1) {
                const streakLen = (2 - z) * 20 * vis;
                const dx = sx - cx;
                const dy = sy - cy;
                const dist = Math.sqrt(dx * dx + dy * dy) || 1;
                wctx.globalAlpha = alpha * 0.3;
                wctx.beginPath();
                wctx.moveTo(sx, sy);
                wctx.lineTo(sx + (dx / dist) * streakLen, sy + (dy / dist) * streakLen);
                wctx.strokeStyle = P.warpDotColor;
                wctx.lineWidth = size * 0.5;
                wctx.stroke();
              }
            }
            wctx.globalAlpha = 1;
          }

          // ---------- render: everything derived from timeline time + state proxy ----------
          const startCol = new THREE.Color(P.portalStartColor);
          const endCol = new THREE.Color(P.bgColor);

          function renderScene(t) {
            const S = window.__wptState;
            const portal = S.portal;
            const push = S.push;
            const transAmount = 1.0 - Math.abs(portal * 2 - 1);
            const effTrans = Math.min(1, Math.max(transAmount, S.exitFx * 0.85));

            // Camera: FOV/distance lerp (2D -> 3D) plus exit push through the letters
            camera.fov = THREE.MathUtils.lerp(P.initialFOV, P.finalFOV, portal) + push * 10;
            camera.position.z =
              THREE.MathUtils.lerp(P.cameraDistance, P.cameraDistance3D, portal) -
              push * 52 +
              Math.sin(t * 0.34) * 1.6 * portal * (1 - push);
            const driftAmp = portal * (1 - 0.7 * push);
            camera.rotation.x = Math.cos(t * 0.47) * 0.04 * driftAmp;
            camera.rotation.y = Math.sin(t * 0.62 + 1.2) * 0.06 * driftAmp;
            camera.position.x = Math.sin(t * 0.41) * 1.4 * driftAmp;
            camera.position.y = Math.cos(t * 0.29) * 1.0 * driftAmp;
            camera.updateProjectionMatrix();
            camera.updateMatrixWorld();

            // Portal composite
            portalPass.uniforms.uPortalRadius.value = portal * P.portalScale;
            portalPass.uniforms.uPortalProgress.value = portal;
            portalPass.uniforms.uTime.value = t;

            // Vignette / scanline / CA scale with portal
            postfxPass.uniforms.uVignetteIntensity.value = P.vignetteIntensity * portal;
            postfxPass.uniforms.uChromaticAberration.value = P.chromaticAberration * portal;
            postfxPass.uniforms.uScanlineIntensity.value = P.scanlineIntensity * portal;
            postfxPass.uniforms.uTime.value = t;

            const blurAmount = P.edgeBlur * portal;
            blurPassH.uniforms.uBlurAmount.value = blurAmount;
            blurPassV.uniforms.uBlurAmount.value = blurAmount;

            // Transition FX peak at portal 0.5 + on the exit push
            transFXPass.uniforms.uTransAmount.value = effTrans;

            // Block glitch ticks (the handoff envelope below follows duration/easing).
            glitchPass.uniforms.uTime.value = t;
            glitchPass.uniforms.uShakePower.value = P.glitchPower * S.glitch;
            glitchPass.uniforms.uShakeRate.value = S.glitch > 0.001 ? 1.0 : 0.0;
            glitchPass.uniforms.uShakeColorRate.value = P.glitchColorRate * Math.min(1, S.glitch * 1.8);

            // Grid + background plane
            const showContent = portal > 0.01;
            gridLines.visible = showContent;
            contentGroup.visible = showContent;
            bgPlane.visible = showContent;
            const colorT = Math.min(1, Math.max(0, (portal - 0.15) * P.portalColorSpeed));
            bgPlaneMat.color.copy(startCol).lerp(endCol, colorT);
            gridMat.uniforms.uCameraPos.value.copy(camera.position);
            gridMat.uniforms.uTime.value = t;

            // Floating shapes drift
            for (let i = 0; i < floatingShapes.length; i++) {
              const mesh = floatingShapes[i];
              const base = mesh.userData.basePos;
              const phase = i * 2.17;
              mesh.position.x =
                base.x + Math.sin(t * 0.15 + phase) * 1.2 + Math.sin(t * 0.07 + phase * 3) * 0.5;
              mesh.position.y =
                base.y + Math.sin(t * 0.12 + phase * 1.4) * 0.8 + Math.cos(t * 0.09 + phase * 2) * 0.3;
              mesh.position.z =
                base.z + Math.sin(t * 0.1 + phase * 0.7) * 0.6 + P.contentZOffset * portal;
              mesh.rotation.x = Math.sin(t * 0.08 + phase) * 0.4;
              mesh.rotation.y = t * 0.05 * (i % 2 === 0 ? 1 : -1) + phase;
              mesh.rotation.z = Math.sin(t * 0.06 + phase * 1.3) * 0.3;
            }

            // Content: flat page -> per-letter depth and z-spread
            contentGroup.position.z = P.contentZOffset * portal;
            for (let i = 0; i < textMeshes.length; i++) {
              const obj = textMeshes[i];
              if (obj.userData.isLetter) {
                obj.position.z = obj.userData.targetZ * portal;
                const zScale = THREE.MathUtils.lerp(0.01, obj.userData.depthScale, portal);
                obj.scale.z = zScale;
              }
              obj.position.y = obj.userData.baseY + Math.sin(t * 0.6 + i * 0.7) * 0.12 * portal;
            }
            const handoffGlitch = handoffLetters(t, portal);
            recedeSupportingLines(t);
            const glitch = Math.max(S.glitch * 0.5, handoffGlitch * 0.35) * transition.glitch;
            glitchPass.uniforms.uShakePower.value = P.glitchPower * glitch;
            glitchPass.uniforms.uShakeRate.value = glitch > 0.001 ? 1 : 0;
            glitchPass.uniforms.uShakeColorRate.value = P.glitchColorRate * glitch * 1.8;

            if (portal < 0.001) {
              renderer.clear();
              wctx.clearRect(0, 0, W, H);
              return;
            }
            composer.render();
            drawWarpDots(S);
          }

          window.__wptRender = renderScene;
          const tl = window.__timelines["wireframe-portal-title"];
          renderScene(tl ? tl.time() : 0);
          /* The portal is closed at t=0 and draws nothing, so the first real draw would
             link every shader mid-playback. Draw across the timeline and flush the GPU
             before ready instead. */
          window.__hf = window.__hf || {};
          window.__hf.buildReady = window.__hf.buildReady || {};
          window.__hf.buildReady["wireframe-portal-title"] = (async () => {
            const warmDur = tl ? tl.duration() : 0;
            for (const f of [0.3, 0.5, 0.7]) {
              await new Promise((resolve) => setTimeout(resolve, 0));
              renderScene(warmDur * f);
            }
            renderScene(tl ? tl.time() : 0);
            renderer.getContext().finish();
          })();
        </script>
      </body>
    </html>
    ```
  </CatalogSlot>

  <CatalogSlot slot="install">
    <InstallCommand command="npx hyperframes add wireframe-portal-title" item="wireframe-portal-title" />

    That writes `compositions/wireframe-portal-title/wireframe-portal-title.html`, plus 5 supporting files under `compositions/wireframe-portal-title/assets/fonts/` and `compositions/wireframe-portal-title/`.
  </CatalogSlot>

  <CatalogSlot slot="docs">
    ## Add it to your video

    It runs for 8 seconds at 1920×1080. Paste this into your composition:

    ```html index.html theme={null}
    <div
      data-composition-id="wireframe-portal-title"
      data-composition-src="compositions/wireframe-portal-title/wireframe-portal-title.html"
      data-start="0"
      data-duration="8"
      data-track-index="1"
      data-width="1920"
      data-height="1080"
    ></div>
    ```

    Move it in time with `data-start`. Put it on a different timeline row with
    `data-track-index`. See [data attributes](/concepts/data-attributes) for the rest.

    Tagged `3d-motion` `title-card` `wireframe` `portal` `burst` `typography` `post-processing` `phrase-swap`.

    ## Related topics

    * [Browse the complete Catalog](/catalog)
    * [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
    * [Build a richer composition](/go-further)
  </CatalogSlot>
</CatalogDetail>


## Related topics

- [Portal](/catalog/blocks/vfx-portal.md)
- [VFX and liquid glass](/prompting/vfx-and-liquid-glass.md)
- [HTML in Canvas](/guides/html-in-canvas.md)
