"use client";
import * as React from "react";
import {
motion,
useMotionValue,
useReducedMotion,
useSpring,
type MotionValue,
} from "motion/react";
import { cn } from "@/lib/utils";
export interface ThrusterButtonProps
extends Omit<
React.ButtonHTMLAttributes<HTMLButtonElement>,
"onDrag" | "onDragStart" | "onDragEnd" | "onAnimationStart"
> {
/** Net thruster acceleration in px/s². Lower values drift, higher values snap. */
thrust?: number;
/** Maximum bank in degrees while the craft accelerates sideways. */
tilt?: number;
/** Classes for the playground, which fills the nearest positioned ancestor by default. */
playgroundClassName?: string;
}
type Side = "left" | "right" | "bottom";
// Autopilot gains: a slightly underdamped spring, so the craft overshoots the
// pointer and fires its opposite jets to brake.
const KP = 90;
const KD = 2 * 0.55 * Math.sqrt(KP);
// There are no top jets, so the craft descends by easing off the bottom ones.
const GRAVITY = 1100;
// Jet visuals are scaled against this fixed force, not the `thrust` prop, so the
// same push always looks the same: a stronger craft only blasts harder when it
// actually accelerates harder.
const FULL_BLAST = 3200;
// Valve chatter in px at full blast.
const RUMBLE = 0.35;
// Nozzle length in px; gas leaves from its mouth.
const NOZZLE = 5;
// Bottom pair sits this far in from the corners; side pairs this far from the middle.
const BOTTOM_INSET = 14;
const SIDE_SPREAD = 8;
// Gap kept between the craft and the playground walls.
const WALL_GAP = 2;
// How long the smoke keeps drifting after the craft docks.
const LINGER = 2.2;
// Two valves per edge. Each is drawn pointing down, then rotated onto its edge.
const NOZZLES: {
side: Side;
left: string;
top: string;
rotate: number;
}[] = [
{ side: "bottom", left: `${BOTTOM_INSET}px`, top: "100%", rotate: 0 },
{ side: "bottom", left: `calc(100% - ${BOTTOM_INSET}px)`, top: "100%", rotate: 0 },
{ side: "left", left: "0px", top: `calc(50% - ${SIDE_SPREAD}px)`, rotate: 90 },
{ side: "left", left: "0px", top: `calc(50% + ${SIDE_SPREAD}px)`, rotate: 90 },
{ side: "right", left: "100%", top: `calc(50% - ${SIDE_SPREAD}px)`, rotate: -90 },
{ side: "right", left: "100%", top: `calc(50% + ${SIDE_SPREAD}px)`, rotate: -90 },
];
/** Resolves any CSS color (oklch included) to 0–1 RGB. */
function toRgb(color: string): [number, number, number] {
const probe = document.createElement("canvas");
probe.width = probe.height = 1;
const ctx = probe.getContext("2d");
if (!ctx) return [0.8, 0.8, 0.8];
ctx.fillStyle = color;
ctx.fillRect(0, 0, 1, 1);
const [r, g, b] = ctx.getImageData(0, 0, 1, 1).data;
return [r / 255, g / 255, b / 255];
}
/* ------------------------------------------------------------------------ */
/* Smoke: a small GPU stable-fluids solver (advect, project, confine curl). */
/* ------------------------------------------------------------------------ */
const MAX_JETS = 6;
const SIM_RES = 128;
const DYE_RES = 384;
const PRESSURE_ITERATIONS = 20;
const VORTICITY = 25;
const VELOCITY_DISSIPATION = 0.6;
const DYE_DISSIPATION = 1.5;
const VERTEX = `#version 300 es
in vec2 aPosition;
out vec2 vUv, vL, vR, vT, vB;
uniform vec2 texelSize;
void main() {
vUv = aPosition * 0.5 + 0.5;
vL = vUv - vec2(texelSize.x, 0.0);
vR = vUv + vec2(texelSize.x, 0.0);
vT = vUv + vec2(0.0, texelSize.y);
vB = vUv - vec2(0.0, texelSize.y);
gl_Position = vec4(aPosition, 0.0, 1.0);
}`;
const HEADER = `#version 300 es
precision highp float;
precision highp sampler2D;
in vec2 vUv, vL, vR, vT, vB;
out vec4 fragColor;
`;
const SHADERS = {
// Elongated gaussians stretched along each jet's direction. Velocity is
// pinned to the jet's (an inflow), while smoke density accumulates.
splat: `${HEADER}
uniform sampler2D uTarget;
uniform float aspectRatio;
uniform float radius;
uniform bool pin;
uniform int count;
uniform vec2 points[${MAX_JETS}];
uniform vec2 dirs[${MAX_JETS}];
uniform vec3 values[${MAX_JETS}];
void main() {
vec3 base = texture(uTarget, vUv).xyz;
for (int i = 0; i < ${MAX_JETS}; i++) {
if (i >= count) break;
vec2 p = vUv - points[i];
p.x *= aspectRatio;
float along = dot(p, dirs[i]);
float across = dot(p, vec2(-dirs[i].y, dirs[i].x));
float g = exp(-(along * along * 0.3 + across * across) / radius);
base = pin ? mix(base, values[i], min(g, 1.0)) : base + values[i] * g;
}
fragColor = vec4(base, 1.0);
}`,
advection: `${HEADER}
uniform sampler2D uVelocity;
uniform sampler2D uSource;
uniform vec2 velocityTexel;
uniform float dt;
uniform float dissipation;
void main() {
vec2 coord = vUv - dt * texture(uVelocity, vUv).xy * velocityTexel;
fragColor = texture(uSource, coord) / (1.0 + dissipation * dt);
}`,
divergence: `${HEADER}
uniform sampler2D uVelocity;
void main() {
float L = texture(uVelocity, vL).x;
float R = texture(uVelocity, vR).x;
float T = texture(uVelocity, vT).y;
float B = texture(uVelocity, vB).y;
vec2 C = texture(uVelocity, vUv).xy;
if (vL.x < 0.0) L = -C.x;
if (vR.x > 1.0) R = -C.x;
if (vT.y > 1.0) T = -C.y;
if (vB.y < 0.0) B = -C.y;
fragColor = vec4(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);
}`,
curl: `${HEADER}
uniform sampler2D uVelocity;
void main() {
float L = texture(uVelocity, vL).y;
float R = texture(uVelocity, vR).y;
float T = texture(uVelocity, vT).x;
float B = texture(uVelocity, vB).x;
fragColor = vec4(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);
}`,
// Vorticity confinement feeds the small eddies back so the smoke keeps curling.
vorticity: `${HEADER}
uniform sampler2D uVelocity;
uniform sampler2D uCurl;
uniform float curl;
uniform float dt;
void main() {
float L = texture(uCurl, vL).x;
float R = texture(uCurl, vR).x;
float T = texture(uCurl, vT).x;
float B = texture(uCurl, vB).x;
float C = texture(uCurl, vUv).x;
vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
force /= length(force) + 0.0001;
force *= curl * C;
force.y *= -1.0;
vec2 velocity = texture(uVelocity, vUv).xy + force * dt;
fragColor = vec4(clamp(velocity, -1000.0, 1000.0), 0.0, 1.0);
}`,
pressure: `${HEADER}
uniform sampler2D uPressure;
uniform sampler2D uDivergence;
void main() {
float L = texture(uPressure, vL).x;
float R = texture(uPressure, vR).x;
float T = texture(uPressure, vT).x;
float B = texture(uPressure, vB).x;
float divergence = texture(uDivergence, vUv).x;
fragColor = vec4((L + R + B + T - divergence) * 0.25, 0.0, 0.0, 1.0);
}`,
gradientSubtract: `${HEADER}
uniform sampler2D uPressure;
uniform sampler2D uVelocity;
void main() {
float L = texture(uPressure, vL).x;
float R = texture(uPressure, vR).x;
float T = texture(uPressure, vT).x;
float B = texture(uPressure, vB).x;
vec2 velocity = texture(uVelocity, vUv).xy - vec2(R - L, T - B);
fragColor = vec4(velocity, 0.0, 1.0);
}`,
scale: `${HEADER}
uniform sampler2D uTexture;
uniform float value;
void main() {
fragColor = value * texture(uTexture, vUv);
}`,
// Density becomes flat, soft smoke in the tint color.
display: `${HEADER}
uniform sampler2D uTexture;
uniform vec3 tint;
uniform float opacity;
void main() {
float alpha = (1.0 - exp(-texture(uTexture, vUv).r * 1.8)) * opacity;
fragColor = vec4(tint * alpha, alpha);
}`,
} as const;
type ShaderName = keyof typeof SHADERS;
type Target = {
texture: WebGLTexture;
fbo: WebGLFramebuffer;
width: number;
height: number;
};
type DoubleTarget = { read: Target; write: Target; swap: () => void };
type Jet = {
/** Mouth position in canvas UV, y up. */
x: number;
y: number;
/** Unit direction in aspect-corrected space, y up. */
dx: number;
dy: number;
/** Jet speed in px/s. */
speed: number;
/** Smoke emitted this frame. */
density: number;
};
function createSmoke(canvas: HTMLCanvasElement) {
const gl = canvas.getContext("webgl2", {
alpha: true,
premultipliedAlpha: true,
antialias: false,
depth: false,
stencil: false,
preserveDrawingBuffer: false,
});
if (!gl || !gl.getExtension("EXT_color_buffer_float")) return null;
const compile = (type: number, source: string) => {
const shader = gl.createShader(type)!;
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
};
const vertex = compile(gl.VERTEX_SHADER, VERTEX);
const programs = {} as Record<
ShaderName,
{ program: WebGLProgram; uniform: (name: string) => WebGLUniformLocation | null }
>;
for (const name of Object.keys(SHADERS) as ShaderName[]) {
const program = gl.createProgram()!;
gl.attachShader(program, vertex);
gl.attachShader(program, compile(gl.FRAGMENT_SHADER, SHADERS[name]));
gl.bindAttribLocation(program, 0, "aPosition");
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) return null;
const cache = new Map<string, WebGLUniformLocation | null>();
programs[name] = {
program,
uniform: (uniform) => {
if (!cache.has(uniform)) cache.set(uniform, gl.getUniformLocation(program, uniform));
return cache.get(uniform)!;
},
};
}
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const targets: Target[] = [];
const createTarget = (width: number, height: number): Target => {
const texture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, width, height, 0, gl.RGBA, gl.HALF_FLOAT, null);
const fbo = gl.createFramebuffer()!;
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
const target = { texture, fbo, width, height };
targets.push(target);
return target;
};
const createDouble = (width: number, height: number): DoubleTarget => {
const pair = {
read: createTarget(width, height),
write: createTarget(width, height),
swap: () => {
[pair.read, pair.write] = [pair.write, pair.read];
},
};
return pair;
};
let velocity: DoubleTarget;
let dye: DoubleTarget;
let pressure: DoubleTarget;
let divergence: Target;
let curl: Target;
let aspect = 1;
const program = (name: ShaderName) => {
const entry = programs[name];
gl.useProgram(entry.program);
return entry.uniform;
};
const bindTexture = (
uniform: (name: string) => WebGLUniformLocation | null,
name: string,
target: Target,
unit: number,
) => {
gl.activeTexture(gl.TEXTURE0 + unit);
gl.bindTexture(gl.TEXTURE_2D, target.texture);
gl.uniform1i(uniform(name), unit);
};
const draw = (
uniform: (name: string) => WebGLUniformLocation | null,
target: Target | null,
texel: Target,
) => {
gl.uniform2f(uniform("texelSize"), 1 / texel.width, 1 / texel.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, target ? target.fbo : null);
gl.viewport(0, 0, target ? target.width : gl.drawingBufferWidth, target ? target.height : gl.drawingBufferHeight);
gl.drawArrays(gl.TRIANGLES, 0, 6);
};
const gridFor = (base: number) =>
aspect >= 1
? [Math.round(base * aspect), base]
: [base, Math.round(base / aspect)];
const resize = (width: number, height: number) => {
for (const target of targets.splice(0)) {
gl.deleteTexture(target.texture);
gl.deleteFramebuffer(target.fbo);
}
aspect = width / height;
const [simW, simH] = gridFor(SIM_RES);
const [dyeW, dyeH] = gridFor(DYE_RES);
velocity = createDouble(simW, simH);
pressure = createDouble(simW, simH);
divergence = createTarget(simW, simH);
curl = createTarget(simW, simH);
dye = createDouble(dyeW, dyeH);
};
const splat = (
field: DoubleTarget,
jets: Jet[],
radius: number,
pin: boolean,
value: (jet: Jet) => number[],
) => {
const u = program("splat");
bindTexture(u, "uTarget", field.read, 0);
gl.uniform1i(u("pin"), pin ? 1 : 0);
gl.uniform1f(u("aspectRatio"), aspect);
gl.uniform1f(u("radius"), radius);
gl.uniform1i(u("count"), jets.length);
gl.uniform2fv(u("points"), jets.flatMap((jet) => [jet.x, jet.y]));
gl.uniform2fv(u("dirs"), jets.flatMap((jet) => [jet.dx, jet.dy]));
gl.uniform3fv(u("values"), jets.flatMap(value));
draw(u, field.write, field.read);
field.swap();
};
return {
resize,
clear() {
for (const target of targets) {
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
},
/** `cssWidth`/`cssHeight` map jet speeds in px/s onto the grid. */
step(dt: number, jets: Jet[], jetRadiusPx: number, cssWidth: number, cssHeight: number) {
gl.disable(gl.BLEND);
if (jets.length) {
const radius = (jetRadiusPx / cssHeight) ** 2;
const pxToGridX = velocity.read.width / cssWidth;
const pxToGridY = velocity.read.height / cssHeight;
splat(velocity, jets, radius, true, (jet) => [
jet.dx * jet.speed * pxToGridX,
jet.dy * jet.speed * pxToGridY,
0,
]);
splat(dye, jets, radius, false, (jet) => [jet.density, jet.density, jet.density]);
}
let u = program("curl");
bindTexture(u, "uVelocity", velocity.read, 0);
draw(u, curl, velocity.read);
u = program("vorticity");
bindTexture(u, "uVelocity", velocity.read, 0);
bindTexture(u, "uCurl", curl, 1);
gl.uniform1f(u("curl"), VORTICITY);
gl.uniform1f(u("dt"), dt);
draw(u, velocity.write, velocity.read);
velocity.swap();
u = program("divergence");
bindTexture(u, "uVelocity", velocity.read, 0);
draw(u, divergence, velocity.read);
u = program("scale");
bindTexture(u, "uTexture", pressure.read, 0);
gl.uniform1f(u("value"), 0.8);
draw(u, pressure.write, pressure.read);
pressure.swap();
u = program("pressure");
bindTexture(u, "uDivergence", divergence, 1);
for (let i = 0; i < PRESSURE_ITERATIONS; i++) {
bindTexture(u, "uPressure", pressure.read, 0);
draw(u, pressure.write, pressure.read);
pressure.swap();
}
u = program("gradientSubtract");
bindTexture(u, "uPressure", pressure.read, 0);
bindTexture(u, "uVelocity", velocity.read, 1);
draw(u, velocity.write, velocity.read);
velocity.swap();
u = program("advection");
gl.uniform2f(u("velocityTexel"), 1 / velocity.read.width, 1 / velocity.read.height);
gl.uniform1f(u("dt"), dt);
bindTexture(u, "uVelocity", velocity.read, 0);
bindTexture(u, "uSource", velocity.read, 1);
gl.uniform1f(u("dissipation"), VELOCITY_DISSIPATION);
draw(u, velocity.write, velocity.read);
velocity.swap();
bindTexture(u, "uVelocity", velocity.read, 0);
bindTexture(u, "uSource", dye.read, 1);
gl.uniform1f(u("dissipation"), DYE_DISSIPATION);
draw(u, dye.write, dye.read);
dye.swap();
},
render(tint: [number, number, number], opacity: number) {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
const u = program("display");
bindTexture(u, "uTexture", dye.read, 0);
gl.uniform3f(u("tint"), ...tint);
gl.uniform1f(u("opacity"), opacity);
draw(u, null, dye.read);
},
// Frees GPU memory but keeps the context alive: the same canvas can be set
// up again (an effect re-run, or Strict Mode's double mount), and a lost
// context would come back dead.
dispose() {
for (const target of targets.splice(0)) {
gl.deleteTexture(target.texture);
gl.deleteFramebuffer(target.fbo);
}
for (const { program } of Object.values(programs)) gl.deleteProgram(program);
gl.deleteShader(vertex);
gl.deleteBuffer(quad);
},
};
}
type Smoke = NonNullable<ReturnType<typeof createSmoke>>;
/* ------------------------------------------------------------------------ */
function Nozzle({
left,
top,
rotate,
power,
}: {
left: string;
top: string;
rotate: number;
power: MotionValue<number>;
}) {
return (
<span
aria-hidden
className="pointer-events-none absolute size-0"
style={{ left, top, rotate: `${rotate}deg` }}
>
{/* Valve body */}
<span className="absolute top-0 left-0 h-[5px] w-2 -translate-x-1/2 rounded-b-[2px] border border-t-0 border-border bg-muted shadow-[inset_0_-1px_0_rgb(0_0_0/0.12)] dark:shadow-[inset_0_-1px_0_rgb(0_0_0/0.5)]" />
{/* Jet core: the narrow, fast stream right at the mouth */}
<motion.span
className="absolute top-[5px] left-0 h-4 w-[3px] -translate-x-1/2 origin-top rounded-full bg-[linear-gradient(to_bottom,rgb(148_163_184/0.6),rgb(148_163_184/0))] blur-[0.5px] dark:bg-[linear-gradient(to_bottom,rgb(226_232_240/0.65),rgb(226_232_240/0))]"
style={{ scaleY: power, opacity: power }}
/>
</span>
);
}
const ThrusterButton = React.forwardRef<HTMLButtonElement, ThrusterButtonProps>(
(
{
children,
className,
thrust = 3200,
tilt = 10,
playgroundClassName,
disabled,
type = "button",
...props
},
ref,
) => {
const playgroundRef = React.useRef<HTMLDivElement>(null);
const craftRef = React.useRef<HTMLSpanElement>(null);
const canvasRef = React.useRef<HTMLCanvasElement>(null);
const reduceMotion = useReducedMotion();
// Offset from the landing pad at the bottom middle; y is negative in the air.
const x = useMotionValue(0);
const y = useMotionValue(0);
const bank = useMotionValue(0);
const rotate = useSpring(bank, { stiffness: 220, damping: 18 });
const jetLeft = useMotionValue(0);
const jetRight = useMotionValue(0);
const jetBottom = useMotionValue(0);
// Read live by the flight loop, so tuning these mid-flight doesn't restart it.
const settings = React.useRef({ thrust, tilt });
React.useEffect(() => {
settings.current = { thrust, tilt };
}, [thrust, tilt]);
React.useEffect(() => {
const playground = playgroundRef.current;
const craft = craftRef.current;
if (!playground || !craft || reduceMotion || disabled) return;
const pos = { x: x.get(), y: 0 };
const vel = { x: 0, y: 0 };
const target = { x: 0, y: 0 };
let mode: "landed" | "flying" | "landing" = "landed";
let frame = 0;
let last = 0;
let lingering = 0;
// Set on landing so the next frame blasts a cloud along the floor.
let touchdown = false;
// undefined: not tried yet; null: no WebGL2, so the craft flies without smoke.
let smoke: Smoke | null | undefined;
let tint: [number, number, number] = [0.8, 0.8, 0.8];
let opacity = 0.6;
let width = 0;
let height = 0;
let simW = 0;
let simH = 0;
let halfW = 0;
let halfH = 0;
// How far the craft can travel from its pad before touching a wall.
const bounds = () => {
const reachX = Math.max(0, width / 2 - halfW - NOZZLE - WALL_GAP);
const ceiling = Math.min(0, -(height - NOZZLE - halfH * 2 - WALL_GAP));
return { reachX, ceiling };
};
const measure = () => {
width = playground.clientWidth;
height = playground.clientHeight;
halfW = craft.offsetWidth / 2;
halfH = craft.offsetHeight / 2;
};
const prepareSmoke = () => {
const canvas = canvasRef.current;
if (!canvas) return;
if (smoke === undefined) smoke = createSmoke(canvas);
if (!smoke) return;
if (width !== simW || height !== simH) {
simW = width;
simH = height;
const dpr = Math.min(window.devicePixelRatio || 1, 1.5);
canvas.width = Math.max(1, Math.round(width * dpr));
canvas.height = Math.max(1, Math.round(height * dpr));
smoke.resize(Math.max(width, 1), Math.max(height, 1));
}
// The smoke tint follows the theme through the canvas's text color.
const style = getComputedStyle(canvas);
tint = toRgb(style.color);
opacity = Number.parseFloat(style.getPropertyValue("--smoke-opacity")) || 0.6;
};
const jetPower = (force: number, max: number) => {
if (force <= max * 0.03) return 0;
return Math.min(1, force / max) ** 0.7;
};
const cutJets = () => {
jetLeft.set(0);
jetRight.set(0);
jetBottom.set(0);
bank.set(0);
};
const step = (now: number) => {
const dt = last ? Math.min((now - last) / 1000, 1 / 30) : 1 / 60;
last = now;
const jets: Jet[] = [];
const sideThrust = Math.max(settings.current.thrust, 1);
// The bottom jets also carry the craft's weight.
const liftThrust = sideThrust + GRAVITY;
if (touchdown && smoke) {
touchdown = false;
// Trapped air bursts out sideways from under the craft as it settles.
const floorY = 1 - (height - 1) / height;
for (const side of [-1, 1]) {
for (const reach of [0.4, 1]) {
jets.push({
x: (width / 2 + pos.x + side * halfW * reach) / width,
y: floorY,
dx: side,
dy: 0.15,
speed: 900,
density: 0.8,
});
}
}
}
if (mode !== "landed") {
const { reachX, ceiling } = bounds();
const wantX = KP * (target.x - pos.x) - KD * vel.x;
let wantY = KP * (target.y - pos.y) - KD * vel.y;
// Only gravity can stop a climb, so cut lift once the craft would
// need all of it to stop in the height that's left.
if (vel.y < 0) {
const stopping = (vel.y * vel.y) / (2 * GRAVITY * 0.7);
if (stopping >= pos.y - target.y) wantY = Math.max(wantY, GRAVITY * 0.7);
}
const sideForce = Math.max(-sideThrust, Math.min(sideThrust, wantX));
// Thrusting up is negative y; the jets can only push, never pull.
const liftForce = Math.max(0, Math.min(liftThrust, GRAVITY - wantY));
vel.x += sideForce * dt;
vel.y += (GRAVITY - liftForce) * dt;
pos.x += vel.x * dt;
pos.y += vel.y * dt;
// Walls and ceiling knock it back; the floor soaks up most of the hit.
if (Math.abs(pos.x) > reachX) {
pos.x = Math.sign(pos.x) * reachX;
vel.x *= -0.35;
}
if (pos.y < ceiling) {
pos.y = ceiling;
vel.y *= -0.35;
}
if (pos.y > 0) {
pos.y = 0;
if (vel.y > 0) vel.y *= -0.2;
vel.x *= 0.85;
}
if (mode === "landing" && pos.y > -0.5 && Math.hypot(vel.x, vel.y) < 8) {
// Touched down: valves shut and the smoke is left to drift.
mode = "landed";
lingering = LINGER;
touchdown = true;
pos.y = 0;
vel.x = vel.y = 0;
x.set(pos.x);
y.set(0);
cutJets();
} else {
// Pushing right means the left jets fire, and so on.
const power: Record<Side, number> = {
left: jetPower(sideForce, FULL_BLAST),
right: jetPower(-sideForce, FULL_BLAST),
bottom: jetPower(liftForce, FULL_BLAST + GRAVITY),
};
jetLeft.set(power.left);
jetRight.set(power.right);
jetBottom.set(power.bottom);
bank.set(Math.max(-1, Math.min(1, sideForce / FULL_BLAST)) * settings.current.tilt);
const blast = Math.max(power.left, power.right, power.bottom) * RUMBLE;
x.set(pos.x + (Math.random() - 0.5) * blast);
y.set(Math.min(0, pos.y + (Math.random() - 0.5) * blast));
if (smoke) {
// Craft center in playground pixels, and its current bank.
const centerX = width / 2 + pos.x;
const centerY = height - NOZZLE - halfH + pos.y;
const angle = (rotate.get() * Math.PI) / 180;
const cos = Math.cos(angle);
const sin = Math.sin(angle);
const mouths: [Side, number, number, number, number][] = [
["bottom", -halfW + BOTTOM_INSET, halfH + NOZZLE, 0, 1],
["bottom", halfW - BOTTOM_INSET, halfH + NOZZLE, 0, 1],
["left", -halfW - NOZZLE, -SIDE_SPREAD, -1, 0],
["left", -halfW - NOZZLE, SIDE_SPREAD, -1, 0],
["right", halfW + NOZZLE, -SIDE_SPREAD, 1, 0],
["right", halfW + NOZZLE, SIDE_SPREAD, 1, 0],
];
for (const [side, mx, my, dx, dy] of mouths) {
const p = power[side];
if (p <= 0) continue;
const ex = dx * cos - dy * sin;
const ey = dx * sin + dy * cos;
// Valves sputter a little, so paired jets never look identical.
const sputter = 0.75 + Math.random() * 0.5;
jets.push({
x: (centerX + mx * cos - my * sin) / width,
y: 1 - (centerY + mx * sin + my * cos) / height,
dx: ex,
dy: -ey,
speed: (380 + 520 * p) * sputter,
density: p * 0.3 * sputter * dt * 60,
});
}
}
}
} else {
lingering -= dt;
}
if (smoke) {
smoke.step(dt, jets, 3, width, height);
// Ease the last of the smoke out before the loop stops and clears it.
const fade = mode === "landed" ? Math.min(1, lingering / 1.2) : 1;
smoke.render(tint, opacity * Math.max(0, fade));
}
if (mode === "landed" && lingering <= 0) {
smoke?.clear();
smoke?.render(tint, opacity);
frame = 0;
last = 0;
return;
}
frame = requestAnimationFrame(step);
};
const ignite = () => {
if (frame) return;
measure();
prepareSmoke();
frame = requestAnimationFrame(step);
};
const land = () => {
if (mode !== "flying") return;
// Come straight down from wherever it is.
mode = "landing";
target.x = pos.x;
target.y = 0;
ignite();
};
const onPointerMove = (event: PointerEvent) => {
const rect = playground.getBoundingClientRect();
measure();
// Back out any ancestor scale so the pointer lands in layout pixels.
const px = (event.clientX - rect.left) * (width / (rect.width || 1));
const py = (event.clientY - rect.top) * (height / (rect.height || 1));
if (px < 0 || py < 0 || px > width || py > height) {
land();
return;
}
const { reachX, ceiling } = bounds();
// Fly the craft's center onto the pointer, as far as the walls allow.
target.x = Math.max(-reachX, Math.min(reachX, px - width / 2));
target.y = Math.max(ceiling, Math.min(0, py - (height - NOZZLE - halfH)));
mode = "flying";
ignite();
};
const onPointerEnd = (event: PointerEvent) => {
if (event.pointerType === "touch") land();
};
// Keep a landed craft inside the playground when it resizes.
const observer = new ResizeObserver(() => {
measure();
const { reachX } = bounds();
if (Math.abs(pos.x) > reachX) {
pos.x = Math.sign(pos.x) * reachX;
if (mode === "landed") x.set(pos.x);
}
});
observer.observe(playground);
window.addEventListener("pointermove", onPointerMove, { passive: true });
window.addEventListener("pointerdown", onPointerMove, { passive: true });
window.addEventListener("pointerup", onPointerEnd);
window.addEventListener("pointercancel", onPointerEnd);
document.documentElement.addEventListener("pointerleave", land);
window.addEventListener("blur", land);
return () => {
observer.disconnect();
window.removeEventListener("pointermove", onPointerMove);
window.removeEventListener("pointerdown", onPointerMove);
window.removeEventListener("pointerup", onPointerEnd);
window.removeEventListener("pointercancel", onPointerEnd);
document.documentElement.removeEventListener("pointerleave", land);
window.removeEventListener("blur", land);
cancelAnimationFrame(frame);
smoke?.dispose();
x.set(pos.x);
y.set(0);
cutJets();
};
}, [
reduceMotion,
disabled,
x,
y,
bank,
rotate,
jetLeft,
jetRight,
jetBottom,
]);
return (
<div
ref={playgroundRef}
className={cn(
"pointer-events-none absolute inset-0 overflow-hidden",
playgroundClassName,
)}
>
{/* Smoke fills the playground; its floor is the bottom edge. */}
<canvas
ref={canvasRef}
aria-hidden
width={0}
height={0}
className="absolute inset-0 size-full text-slate-400 [--smoke-opacity:0.6] dark:text-slate-200 dark:[--smoke-opacity:0.55]"
/>
<motion.span
ref={craftRef}
className="pointer-events-auto absolute left-1/2 inline-flex -translate-x-1/2"
style={{ bottom: NOZZLE, x, y, rotate }}
>
{NOZZLES.map((nozzle, i) => (
<Nozzle
key={i}
left={nozzle.left}
top={nozzle.top}
rotate={nozzle.rotate}
power={
nozzle.side === "left"
? jetLeft
: nozzle.side === "right"
? jetRight
: jetBottom
}
/>
))}
<motion.button
ref={ref}
type={type}
disabled={disabled}
whileTap={disabled ? undefined : { scale: 0.95 }}
transition={{ type: "spring", stiffness: 400, damping: 22 }}
className={cn(
"relative inline-flex h-9 cursor-pointer items-center justify-center gap-1.5 whitespace-nowrap rounded-md border border-border bg-background px-4 text-sm font-medium text-foreground shadow-[0_1px_2px_rgb(0_0_0/0.05),0_2px_6px_-3px_rgb(0_0_0/0.07),inset_0_-1px_0_rgb(0_0_0/0.03)] dark:shadow-[0_1px_2px_rgb(0_0_0/0.4),inset_0_1px_0_rgb(255_255_255/0.05)] outline-none select-none",
"focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2 focus-visible:ring-offset-background disabled:cursor-not-allowed disabled:opacity-50",
className,
)}
{...props}
>
{children}
</motion.button>
</motion.span>
</div>
);
},
);
ThrusterButton.displayName = "ThrusterButton";
export { ThrusterButton };
export default ThrusterButton;
ThrusterButton
By jay sharma
Try the interaction, copy the React source files, or download the complete example.
About ThrusterButton
ThrusterButton is an animated React and Tailwind CSS button by jay sharma. Try the interaction, copy the React source, or download the example with creator credit.
- Effects and categories
- Hover effects, Animated
- Using this example
- Copy a TSX file or download the original source and standalone demo. Test keyboard focus, motion and contrast in your own project.
Usage, Tailwind and licensing questions
Read the source files
import-examples/thruster-button.tsx
import ThrusterButton from "@/components/evil-buttons/thruster-button";
export function ButtonDemo() {
return (
<div className="relative h-80 w-full">
<ThrusterButton>Launch</ThrusterButton>
</div>
);
}
components/evil-buttons/thruster-button.tsx
"use client";
import * as React from "react";
import {
motion,
useMotionValue,
useReducedMotion,
useSpring,
type MotionValue,
} from "motion/react";
import { cn } from "@/lib/utils";
export interface ThrusterButtonProps
extends Omit<
React.ButtonHTMLAttributes<HTMLButtonElement>,
"onDrag" | "onDragStart" | "onDragEnd" | "onAnimationStart"
> {
/** Net thruster acceleration in px/s². Lower values drift, higher values snap. */
thrust?: number;
/** Maximum bank in degrees while the craft accelerates sideways. */
tilt?: number;
/** Classes for the playground, which fills the nearest positioned ancestor by default. */
playgroundClassName?: string;
}
type Side = "left" | "right" | "bottom";
// Autopilot gains: a slightly underdamped spring, so the craft overshoots the
// pointer and fires its opposite jets to brake.
const KP = 90;
const KD = 2 * 0.55 * Math.sqrt(KP);
// There are no top jets, so the craft descends by easing off the bottom ones.
const GRAVITY = 1100;
// Jet visuals are scaled against this fixed force, not the `thrust` prop, so the
// same push always looks the same: a stronger craft only blasts harder when it
// actually accelerates harder.
const FULL_BLAST = 3200;
// Valve chatter in px at full blast.
const RUMBLE = 0.35;
// Nozzle length in px; gas leaves from its mouth.
const NOZZLE = 5;
// Bottom pair sits this far in from the corners; side pairs this far from the middle.
const BOTTOM_INSET = 14;
const SIDE_SPREAD = 8;
// Gap kept between the craft and the playground walls.
const WALL_GAP = 2;
// How long the smoke keeps drifting after the craft docks.
const LINGER = 2.2;
// Two valves per edge. Each is drawn pointing down, then rotated onto its edge.
const NOZZLES: {
side: Side;
left: string;
top: string;
rotate: number;
}[] = [
{ side: "bottom", left: `${BOTTOM_INSET}px`, top: "100%", rotate: 0 },
{ side: "bottom", left: `calc(100% - ${BOTTOM_INSET}px)`, top: "100%", rotate: 0 },
{ side: "left", left: "0px", top: `calc(50% - ${SIDE_SPREAD}px)`, rotate: 90 },
{ side: "left", left: "0px", top: `calc(50% + ${SIDE_SPREAD}px)`, rotate: 90 },
{ side: "right", left: "100%", top: `calc(50% - ${SIDE_SPREAD}px)`, rotate: -90 },
{ side: "right", left: "100%", top: `calc(50% + ${SIDE_SPREAD}px)`, rotate: -90 },
];
/** Resolves any CSS color (oklch included) to 0–1 RGB. */
function toRgb(color: string): [number, number, number] {
const probe = document.createElement("canvas");
probe.width = probe.height = 1;
const ctx = probe.getContext("2d");
if (!ctx) return [0.8, 0.8, 0.8];
ctx.fillStyle = color;
ctx.fillRect(0, 0, 1, 1);
const [r, g, b] = ctx.getImageData(0, 0, 1, 1).data;
return [r / 255, g / 255, b / 255];
}
/* ------------------------------------------------------------------------ */
/* Smoke: a small GPU stable-fluids solver (advect, project, confine curl). */
/* ------------------------------------------------------------------------ */
const MAX_JETS = 6;
const SIM_RES = 128;
const DYE_RES = 384;
const PRESSURE_ITERATIONS = 20;
const VORTICITY = 25;
const VELOCITY_DISSIPATION = 0.6;
const DYE_DISSIPATION = 1.5;
const VERTEX = `#version 300 es
in vec2 aPosition;
out vec2 vUv, vL, vR, vT, vB;
uniform vec2 texelSize;
void main() {
vUv = aPosition * 0.5 + 0.5;
vL = vUv - vec2(texelSize.x, 0.0);
vR = vUv + vec2(texelSize.x, 0.0);
vT = vUv + vec2(0.0, texelSize.y);
vB = vUv - vec2(0.0, texelSize.y);
gl_Position = vec4(aPosition, 0.0, 1.0);
}`;
const HEADER = `#version 300 es
precision highp float;
precision highp sampler2D;
in vec2 vUv, vL, vR, vT, vB;
out vec4 fragColor;
`;
const SHADERS = {
// Elongated gaussians stretched along each jet's direction. Velocity is
// pinned to the jet's (an inflow), while smoke density accumulates.
splat: `${HEADER}
uniform sampler2D uTarget;
uniform float aspectRatio;
uniform float radius;
uniform bool pin;
uniform int count;
uniform vec2 points[${MAX_JETS}];
uniform vec2 dirs[${MAX_JETS}];
uniform vec3 values[${MAX_JETS}];
void main() {
vec3 base = texture(uTarget, vUv).xyz;
for (int i = 0; i < ${MAX_JETS}; i++) {
if (i >= count) break;
vec2 p = vUv - points[i];
p.x *= aspectRatio;
float along = dot(p, dirs[i]);
float across = dot(p, vec2(-dirs[i].y, dirs[i].x));
float g = exp(-(along * along * 0.3 + across * across) / radius);
base = pin ? mix(base, values[i], min(g, 1.0)) : base + values[i] * g;
}
fragColor = vec4(base, 1.0);
}`,
advection: `${HEADER}
uniform sampler2D uVelocity;
uniform sampler2D uSource;
uniform vec2 velocityTexel;
uniform float dt;
uniform float dissipation;
void main() {
vec2 coord = vUv - dt * texture(uVelocity, vUv).xy * velocityTexel;
fragColor = texture(uSource, coord) / (1.0 + dissipation * dt);
}`,
divergence: `${HEADER}
uniform sampler2D uVelocity;
void main() {
float L = texture(uVelocity, vL).x;
float R = texture(uVelocity, vR).x;
float T = texture(uVelocity, vT).y;
float B = texture(uVelocity, vB).y;
vec2 C = texture(uVelocity, vUv).xy;
if (vL.x < 0.0) L = -C.x;
if (vR.x > 1.0) R = -C.x;
if (vT.y > 1.0) T = -C.y;
if (vB.y < 0.0) B = -C.y;
fragColor = vec4(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);
}`,
curl: `${HEADER}
uniform sampler2D uVelocity;
void main() {
float L = texture(uVelocity, vL).y;
float R = texture(uVelocity, vR).y;
float T = texture(uVelocity, vT).x;
float B = texture(uVelocity, vB).x;
fragColor = vec4(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);
}`,
// Vorticity confinement feeds the small eddies back so the smoke keeps curling.
vorticity: `${HEADER}
uniform sampler2D uVelocity;
uniform sampler2D uCurl;
uniform float curl;
uniform float dt;
void main() {
float L = texture(uCurl, vL).x;
float R = texture(uCurl, vR).x;
float T = texture(uCurl, vT).x;
float B = texture(uCurl, vB).x;
float C = texture(uCurl, vUv).x;
vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
force /= length(force) + 0.0001;
force *= curl * C;
force.y *= -1.0;
vec2 velocity = texture(uVelocity, vUv).xy + force * dt;
fragColor = vec4(clamp(velocity, -1000.0, 1000.0), 0.0, 1.0);
}`,
pressure: `${HEADER}
uniform sampler2D uPressure;
uniform sampler2D uDivergence;
void main() {
float L = texture(uPressure, vL).x;
float R = texture(uPressure, vR).x;
float T = texture(uPressure, vT).x;
float B = texture(uPressure, vB).x;
float divergence = texture(uDivergence, vUv).x;
fragColor = vec4((L + R + B + T - divergence) * 0.25, 0.0, 0.0, 1.0);
}`,
gradientSubtract: `${HEADER}
uniform sampler2D uPressure;
uniform sampler2D uVelocity;
void main() {
float L = texture(uPressure, vL).x;
float R = texture(uPressure, vR).x;
float T = texture(uPressure, vT).x;
float B = texture(uPressure, vB).x;
vec2 velocity = texture(uVelocity, vUv).xy - vec2(R - L, T - B);
fragColor = vec4(velocity, 0.0, 1.0);
}`,
scale: `${HEADER}
uniform sampler2D uTexture;
uniform float value;
void main() {
fragColor = value * texture(uTexture, vUv);
}`,
// Density becomes flat, soft smoke in the tint color.
display: `${HEADER}
uniform sampler2D uTexture;
uniform vec3 tint;
uniform float opacity;
void main() {
float alpha = (1.0 - exp(-texture(uTexture, vUv).r * 1.8)) * opacity;
fragColor = vec4(tint * alpha, alpha);
}`,
} as const;
type ShaderName = keyof typeof SHADERS;
type Target = {
texture: WebGLTexture;
fbo: WebGLFramebuffer;
width: number;
height: number;
};
type DoubleTarget = { read: Target; write: Target; swap: () => void };
type Jet = {
/** Mouth position in canvas UV, y up. */
x: number;
y: number;
/** Unit direction in aspect-corrected space, y up. */
dx: number;
dy: number;
/** Jet speed in px/s. */
speed: number;
/** Smoke emitted this frame. */
density: number;
};
function createSmoke(canvas: HTMLCanvasElement) {
const gl = canvas.getContext("webgl2", {
alpha: true,
premultipliedAlpha: true,
antialias: false,
depth: false,
stencil: false,
preserveDrawingBuffer: false,
});
if (!gl || !gl.getExtension("EXT_color_buffer_float")) return null;
const compile = (type: number, source: string) => {
const shader = gl.createShader(type)!;
gl.shaderSource(shader, source);
gl.compileShader(shader);
return shader;
};
const vertex = compile(gl.VERTEX_SHADER, VERTEX);
const programs = {} as Record<
ShaderName,
{ program: WebGLProgram; uniform: (name: string) => WebGLUniformLocation | null }
>;
for (const name of Object.keys(SHADERS) as ShaderName[]) {
const program = gl.createProgram()!;
gl.attachShader(program, vertex);
gl.attachShader(program, compile(gl.FRAGMENT_SHADER, SHADERS[name]));
gl.bindAttribLocation(program, 0, "aPosition");
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) return null;
const cache = new Map<string, WebGLUniformLocation | null>();
programs[name] = {
program,
uniform: (uniform) => {
if (!cache.has(uniform)) cache.set(uniform, gl.getUniformLocation(program, uniform));
return cache.get(uniform)!;
},
};
}
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const targets: Target[] = [];
const createTarget = (width: number, height: number): Target => {
const texture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, width, height, 0, gl.RGBA, gl.HALF_FLOAT, null);
const fbo = gl.createFramebuffer()!;
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
const target = { texture, fbo, width, height };
targets.push(target);
return target;
};
const createDouble = (width: number, height: number): DoubleTarget => {
const pair = {
read: createTarget(width, height),
write: createTarget(width, height),
swap: () => {
[pair.read, pair.write] = [pair.write, pair.read];
},
};
return pair;
};
let velocity: DoubleTarget;
let dye: DoubleTarget;
let pressure: DoubleTarget;
let divergence: Target;
let curl: Target;
let aspect = 1;
const program = (name: ShaderName) => {
const entry = programs[name];
gl.useProgram(entry.program);
return entry.uniform;
};
const bindTexture = (
uniform: (name: string) => WebGLUniformLocation | null,
name: string,
target: Target,
unit: number,
) => {
gl.activeTexture(gl.TEXTURE0 + unit);
gl.bindTexture(gl.TEXTURE_2D, target.texture);
gl.uniform1i(uniform(name), unit);
};
const draw = (
uniform: (name: string) => WebGLUniformLocation | null,
target: Target | null,
texel: Target,
) => {
gl.uniform2f(uniform("texelSize"), 1 / texel.width, 1 / texel.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, target ? target.fbo : null);
gl.viewport(0, 0, target ? target.width : gl.drawingBufferWidth, target ? target.height : gl.drawingBufferHeight);
gl.drawArrays(gl.TRIANGLES, 0, 6);
};
const gridFor = (base: number) =>
aspect >= 1
? [Math.round(base * aspect), base]
: [base, Math.round(base / aspect)];
const resize = (width: number, height: number) => {
for (const target of targets.splice(0)) {
gl.deleteTexture(target.texture);
gl.deleteFramebuffer(target.fbo);
}
aspect = width / height;
const [simW, simH] = gridFor(SIM_RES);
const [dyeW, dyeH] = gridFor(DYE_RES);
velocity = createDouble(simW, simH);
pressure = createDouble(simW, simH);
divergence = createTarget(simW, simH);
curl = createTarget(simW, simH);
dye = createDouble(dyeW, dyeH);
};
const splat = (
field: DoubleTarget,
jets: Jet[],
radius: number,
pin: boolean,
value: (jet: Jet) => number[],
) => {
const u = program("splat");
bindTexture(u, "uTarget", field.read, 0);
gl.uniform1i(u("pin"), pin ? 1 : 0);
gl.uniform1f(u("aspectRatio"), aspect);
gl.uniform1f(u("radius"), radius);
gl.uniform1i(u("count"), jets.length);
gl.uniform2fv(u("points"), jets.flatMap((jet) => [jet.x, jet.y]));
gl.uniform2fv(u("dirs"), jets.flatMap((jet) => [jet.dx, jet.dy]));
gl.uniform3fv(u("values"), jets.flatMap(value));
draw(u, field.write, field.read);
field.swap();
};
return {
resize,
clear() {
for (const target of targets) {
gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
}
},
/** `cssWidth`/`cssHeight` map jet speeds in px/s onto the grid. */
step(dt: number, jets: Jet[], jetRadiusPx: number, cssWidth: number, cssHeight: number) {
gl.disable(gl.BLEND);
if (jets.length) {
const radius = (jetRadiusPx / cssHeight) ** 2;
const pxToGridX = velocity.read.width / cssWidth;
const pxToGridY = velocity.read.height / cssHeight;
splat(velocity, jets, radius, true, (jet) => [
jet.dx * jet.speed * pxToGridX,
jet.dy * jet.speed * pxToGridY,
0,
]);
splat(dye, jets, radius, false, (jet) => [jet.density, jet.density, jet.density]);
}
let u = program("curl");
bindTexture(u, "uVelocity", velocity.read, 0);
draw(u, curl, velocity.read);
u = program("vorticity");
bindTexture(u, "uVelocity", velocity.read, 0);
bindTexture(u, "uCurl", curl, 1);
gl.uniform1f(u("curl"), VORTICITY);
gl.uniform1f(u("dt"), dt);
draw(u, velocity.write, velocity.read);
velocity.swap();
u = program("divergence");
bindTexture(u, "uVelocity", velocity.read, 0);
draw(u, divergence, velocity.read);
u = program("scale");
bindTexture(u, "uTexture", pressure.read, 0);
gl.uniform1f(u("value"), 0.8);
draw(u, pressure.write, pressure.read);
pressure.swap();
u = program("pressure");
bindTexture(u, "uDivergence", divergence, 1);
for (let i = 0; i < PRESSURE_ITERATIONS; i++) {
bindTexture(u, "uPressure", pressure.read, 0);
draw(u, pressure.write, pressure.read);
pressure.swap();
}
u = program("gradientSubtract");
bindTexture(u, "uPressure", pressure.read, 0);
bindTexture(u, "uVelocity", velocity.read, 1);
draw(u, velocity.write, velocity.read);
velocity.swap();
u = program("advection");
gl.uniform2f(u("velocityTexel"), 1 / velocity.read.width, 1 / velocity.read.height);
gl.uniform1f(u("dt"), dt);
bindTexture(u, "uVelocity", velocity.read, 0);
bindTexture(u, "uSource", velocity.read, 1);
gl.uniform1f(u("dissipation"), VELOCITY_DISSIPATION);
draw(u, velocity.write, velocity.read);
velocity.swap();
bindTexture(u, "uVelocity", velocity.read, 0);
bindTexture(u, "uSource", dye.read, 1);
gl.uniform1f(u("dissipation"), DYE_DISSIPATION);
draw(u, dye.write, dye.read);
dye.swap();
},
render(tint: [number, number, number], opacity: number) {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
const u = program("display");
bindTexture(u, "uTexture", dye.read, 0);
gl.uniform3f(u("tint"), ...tint);
gl.uniform1f(u("opacity"), opacity);
draw(u, null, dye.read);
},
// Frees GPU memory but keeps the context alive: the same canvas can be set
// up again (an effect re-run, or Strict Mode's double mount), and a lost
// context would come back dead.
dispose() {
for (const target of targets.splice(0)) {
gl.deleteTexture(target.texture);
gl.deleteFramebuffer(target.fbo);
}
for (const { program } of Object.values(programs)) gl.deleteProgram(program);
gl.deleteShader(vertex);
gl.deleteBuffer(quad);
},
};
}
type Smoke = NonNullable<ReturnType<typeof createSmoke>>;
/* ------------------------------------------------------------------------ */
function Nozzle({
left,
top,
rotate,
power,
}: {
left: string;
top: string;
rotate: number;
power: MotionValue<number>;
}) {
return (
<span
aria-hidden
className="pointer-events-none absolute size-0"
style={{ left, top, rotate: `${rotate}deg` }}
>
{/* Valve body */}
<span className="absolute top-0 left-0 h-[5px] w-2 -translate-x-1/2 rounded-b-[2px] border border-t-0 border-border bg-muted shadow-[inset_0_-1px_0_rgb(0_0_0/0.12)] dark:shadow-[inset_0_-1px_0_rgb(0_0_0/0.5)]" />
{/* Jet core: the narrow, fast stream right at the mouth */}
<motion.span
className="absolute top-[5px] left-0 h-4 w-[3px] -translate-x-1/2 origin-top rounded-full bg-[linear-gradient(to_bottom,rgb(148_163_184/0.6),rgb(148_163_184/0))] blur-[0.5px] dark:bg-[linear-gradient(to_bottom,rgb(226_232_240/0.65),rgb(226_232_240/0))]"
style={{ scaleY: power, opacity: power }}
/>
</span>
);
}
const ThrusterButton = React.forwardRef<HTMLButtonElement, ThrusterButtonProps>(
(
{
children,
className,
thrust = 3200,
tilt = 10,
playgroundClassName,
disabled,
type = "button",
...props
},
ref,
) => {
const playgroundRef = React.useRef<HTMLDivElement>(null);
const craftRef = React.useRef<HTMLSpanElement>(null);
const canvasRef = React.useRef<HTMLCanvasElement>(null);
const reduceMotion = useReducedMotion();
// Offset from the landing pad at the bottom middle; y is negative in the air.
const x = useMotionValue(0);
const y = useMotionValue(0);
const bank = useMotionValue(0);
const rotate = useSpring(bank, { stiffness: 220, damping: 18 });
const jetLeft = useMotionValue(0);
const jetRight = useMotionValue(0);
const jetBottom = useMotionValue(0);
// Read live by the flight loop, so tuning these mid-flight doesn't restart it.
const settings = React.useRef({ thrust, tilt });
React.useEffect(() => {
settings.current = { thrust, tilt };
}, [thrust, tilt]);
React.useEffect(() => {
const playground = playgroundRef.current;
const craft = craftRef.current;
if (!playground || !craft || reduceMotion || disabled) return;
const pos = { x: x.get(), y: 0 };
const vel = { x: 0, y: 0 };
const target = { x: 0, y: 0 };
let mode: "landed" | "flying" | "landing" = "landed";
let frame = 0;
let last = 0;
let lingering = 0;
// Set on landing so the next frame blasts a cloud along the floor.
let touchdown = false;
// undefined: not tried yet; null: no WebGL2, so the craft flies without smoke.
let smoke: Smoke | null | undefined;
let tint: [number, number, number] = [0.8, 0.8, 0.8];
let opacity = 0.6;
let width = 0;
let height = 0;
let simW = 0;
let simH = 0;
let halfW = 0;
let halfH = 0;
// How far the craft can travel from its pad before touching a wall.
const bounds = () => {
const reachX = Math.max(0, width / 2 - halfW - NOZZLE - WALL_GAP);
const ceiling = Math.min(0, -(height - NOZZLE - halfH * 2 - WALL_GAP));
return { reachX, ceiling };
};
const measure = () => {
width = playground.clientWidth;
height = playground.clientHeight;
halfW = craft.offsetWidth / 2;
halfH = craft.offsetHeight / 2;
};
const prepareSmoke = () => {
const canvas = canvasRef.current;
if (!canvas) return;
if (smoke === undefined) smoke = createSmoke(canvas);
if (!smoke) return;
if (width !== simW || height !== simH) {
simW = width;
simH = height;
const dpr = Math.min(window.devicePixelRatio || 1, 1.5);
canvas.width = Math.max(1, Math.round(width * dpr));
canvas.height = Math.max(1, Math.round(height * dpr));
smoke.resize(Math.max(width, 1), Math.max(height, 1));
}
// The smoke tint follows the theme through the canvas's text color.
const style = getComputedStyle(canvas);
tint = toRgb(style.color);
opacity = Number.parseFloat(style.getPropertyValue("--smoke-opacity")) || 0.6;
};
const jetPower = (force: number, max: number) => {
if (force <= max * 0.03) return 0;
return Math.min(1, force / max) ** 0.7;
};
const cutJets = () => {
jetLeft.set(0);
jetRight.set(0);
jetBottom.set(0);
bank.set(0);
};
const step = (now: number) => {
const dt = last ? Math.min((now - last) / 1000, 1 / 30) : 1 / 60;
last = now;
const jets: Jet[] = [];
const sideThrust = Math.max(settings.current.thrust, 1);
// The bottom jets also carry the craft's weight.
const liftThrust = sideThrust + GRAVITY;
if (touchdown && smoke) {
touchdown = false;
// Trapped air bursts out sideways from under the craft as it settles.
const floorY = 1 - (height - 1) / height;
for (const side of [-1, 1]) {
for (const reach of [0.4, 1]) {
jets.push({
x: (width / 2 + pos.x + side * halfW * reach) / width,
y: floorY,
dx: side,
dy: 0.15,
speed: 900,
density: 0.8,
});
}
}
}
if (mode !== "landed") {
const { reachX, ceiling } = bounds();
const wantX = KP * (target.x - pos.x) - KD * vel.x;
let wantY = KP * (target.y - pos.y) - KD * vel.y;
// Only gravity can stop a climb, so cut lift once the craft would
// need all of it to stop in the height that's left.
if (vel.y < 0) {
const stopping = (vel.y * vel.y) / (2 * GRAVITY * 0.7);
if (stopping >= pos.y - target.y) wantY = Math.max(wantY, GRAVITY * 0.7);
}
const sideForce = Math.max(-sideThrust, Math.min(sideThrust, wantX));
// Thrusting up is negative y; the jets can only push, never pull.
const liftForce = Math.max(0, Math.min(liftThrust, GRAVITY - wantY));
vel.x += sideForce * dt;
vel.y += (GRAVITY - liftForce) * dt;
pos.x += vel.x * dt;
pos.y += vel.y * dt;
// Walls and ceiling knock it back; the floor soaks up most of the hit.
if (Math.abs(pos.x) > reachX) {
pos.x = Math.sign(pos.x) * reachX;
vel.x *= -0.35;
}
if (pos.y < ceiling) {
pos.y = ceiling;
vel.y *= -0.35;
}
if (pos.y > 0) {
pos.y = 0;
if (vel.y > 0) vel.y *= -0.2;
vel.x *= 0.85;
}
if (mode === "landing" && pos.y > -0.5 && Math.hypot(vel.x, vel.y) < 8) {
// Touched down: valves shut and the smoke is left to drift.
mode = "landed";
lingering = LINGER;
touchdown = true;
pos.y = 0;
vel.x = vel.y = 0;
x.set(pos.x);
y.set(0);
cutJets();
} else {
// Pushing right means the left jets fire, and so on.
const power: Record<Side, number> = {
left: jetPower(sideForce, FULL_BLAST),
right: jetPower(-sideForce, FULL_BLAST),
bottom: jetPower(liftForce, FULL_BLAST + GRAVITY),
};
jetLeft.set(power.left);
jetRight.set(power.right);
jetBottom.set(power.bottom);
bank.set(Math.max(-1, Math.min(1, sideForce / FULL_BLAST)) * settings.current.tilt);
const blast = Math.max(power.left, power.right, power.bottom) * RUMBLE;
x.set(pos.x + (Math.random() - 0.5) * blast);
y.set(Math.min(0, pos.y + (Math.random() - 0.5) * blast));
if (smoke) {
// Craft center in playground pixels, and its current bank.
const centerX = width / 2 + pos.x;
const centerY = height - NOZZLE - halfH + pos.y;
const angle = (rotate.get() * Math.PI) / 180;
const cos = Math.cos(angle);
const sin = Math.sin(angle);
const mouths: [Side, number, number, number, number][] = [
["bottom", -halfW + BOTTOM_INSET, halfH + NOZZLE, 0, 1],
["bottom", halfW - BOTTOM_INSET, halfH + NOZZLE, 0, 1],
["left", -halfW - NOZZLE, -SIDE_SPREAD, -1, 0],
["left", -halfW - NOZZLE, SIDE_SPREAD, -1, 0],
["right", halfW + NOZZLE, -SIDE_SPREAD, 1, 0],
["right", halfW + NOZZLE, SIDE_SPREAD, 1, 0],
];
for (const [side, mx, my, dx, dy] of mouths) {
const p = power[side];
if (p <= 0) continue;
const ex = dx * cos - dy * sin;
const ey = dx * sin + dy * cos;
// Valves sputter a little, so paired jets never look identical.
const sputter = 0.75 + Math.random() * 0.5;
jets.push({
x: (centerX + mx * cos - my * sin) / width,
y: 1 - (centerY + mx * sin + my * cos) / height,
dx: ex,
dy: -ey,
speed: (380 + 520 * p) * sputter,
density: p * 0.3 * sputter * dt * 60,
});
}
}
}
} else {
lingering -= dt;
}
if (smoke) {
smoke.step(dt, jets, 3, width, height);
// Ease the last of the smoke out before the loop stops and clears it.
const fade = mode === "landed" ? Math.min(1, lingering / 1.2) : 1;
smoke.render(tint, opacity * Math.max(0, fade));
}
if (mode === "landed" && lingering <= 0) {
smoke?.clear();
smoke?.render(tint, opacity);
frame = 0;
last = 0;
return;
}
frame = requestAnimationFrame(step);
};
const ignite = () => {
if (frame) return;
measure();
prepareSmoke();
frame = requestAnimationFrame(step);
};
const land = () => {
if (mode !== "flying") return;
// Come straight down from wherever it is.
mode = "landing";
target.x = pos.x;
target.y = 0;
ignite();
};
const onPointerMove = (event: PointerEvent) => {
const rect = playground.getBoundingClientRect();
measure();
// Back out any ancestor scale so the pointer lands in layout pixels.
const px = (event.clientX - rect.left) * (width / (rect.width || 1));
const py = (event.clientY - rect.top) * (height / (rect.height || 1));
if (px < 0 || py < 0 || px > width || py > height) {
land();
return;
}
const { reachX, ceiling } = bounds();
// Fly the craft's center onto the pointer, as far as the walls allow.
target.x = Math.max(-reachX, Math.min(reachX, px - width / 2));
target.y = Math.max(ceiling, Math.min(0, py - (height - NOZZLE - halfH)));
mode = "flying";
ignite();
};
const onPointerEnd = (event: PointerEvent) => {
if (event.pointerType === "touch") land();
};
// Keep a landed craft inside the playground when it resizes.
const observer = new ResizeObserver(() => {
measure();
const { reachX } = bounds();
if (Math.abs(pos.x) > reachX) {
pos.x = Math.sign(pos.x) * reachX;
if (mode === "landed") x.set(pos.x);
}
});
observer.observe(playground);
window.addEventListener("pointermove", onPointerMove, { passive: true });
window.addEventListener("pointerdown", onPointerMove, { passive: true });
window.addEventListener("pointerup", onPointerEnd);
window.addEventListener("pointercancel", onPointerEnd);
document.documentElement.addEventListener("pointerleave", land);
window.addEventListener("blur", land);
return () => {
observer.disconnect();
window.removeEventListener("pointermove", onPointerMove);
window.removeEventListener("pointerdown", onPointerMove);
window.removeEventListener("pointerup", onPointerEnd);
window.removeEventListener("pointercancel", onPointerEnd);
document.documentElement.removeEventListener("pointerleave", land);
window.removeEventListener("blur", land);
cancelAnimationFrame(frame);
smoke?.dispose();
x.set(pos.x);
y.set(0);
cutJets();
};
}, [
reduceMotion,
disabled,
x,
y,
bank,
rotate,
jetLeft,
jetRight,
jetBottom,
]);
return (
<div
ref={playgroundRef}
className={cn(
"pointer-events-none absolute inset-0 overflow-hidden",
playgroundClassName,
)}
>
{/* Smoke fills the playground; its floor is the bottom edge. */}
<canvas
ref={canvasRef}
aria-hidden
width={0}
height={0}
className="absolute inset-0 size-full text-slate-400 [--smoke-opacity:0.6] dark:text-slate-200 dark:[--smoke-opacity:0.55]"
/>
<motion.span
ref={craftRef}
className="pointer-events-auto absolute left-1/2 inline-flex -translate-x-1/2"
style={{ bottom: NOZZLE, x, y, rotate }}
>
{NOZZLES.map((nozzle, i) => (
<Nozzle
key={i}
left={nozzle.left}
top={nozzle.top}
rotate={nozzle.rotate}
power={
nozzle.side === "left"
? jetLeft
: nozzle.side === "right"
? jetRight
: jetBottom
}
/>
))}
<motion.button
ref={ref}
type={type}
disabled={disabled}
whileTap={disabled ? undefined : { scale: 0.95 }}
transition={{ type: "spring", stiffness: 400, damping: 22 }}
className={cn(
"relative inline-flex h-9 cursor-pointer items-center justify-center gap-1.5 whitespace-nowrap rounded-md border border-border bg-background px-4 text-sm font-medium text-foreground shadow-[0_1px_2px_rgb(0_0_0/0.05),0_2px_6px_-3px_rgb(0_0_0/0.07),inset_0_-1px_0_rgb(0_0_0/0.03)] dark:shadow-[0_1px_2px_rgb(0_0_0/0.4),inset_0_1px_0_rgb(255_255_255/0.05)] outline-none select-none",
"focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2 focus-visible:ring-offset-background disabled:cursor-not-allowed disabled:opacity-50",
className,
)}
{...props}
>
{children}
</motion.button>
</motion.span>
</div>
);
},
);
ThrusterButton.displayName = "ThrusterButton";
export { ThrusterButton };
export default ThrusterButton;
lib/utils.ts
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}
demo.tsx
export { ButtonDemo as default } from "@/import-examples/thruster-button";CSS
/*! tailwindcss v4.3.3 | MIT License | https://tailwindcss.com */
@layer properties;
@layer theme, base, components, utilities;
@layer theme {
:root, :host {
--color-slate-200: oklch(92.9% 0.013 255.508);
--color-slate-400: oklch(70.4% 0.04 256.788);
--spacing: 0.25rem;
--text-sm: 0.875rem;
--text-sm--line-height: calc(1.25 / 0.875);
--font-weight-medium: 500;
--default-transition-duration: 150ms;
--default-transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1);
--default-font-family: var(--font-geist-sans), ui-sans-serif, system-ui, sans-serif;
--default-mono-font-family: var(--font-geist-mono);
}
}
@layer base {
*, ::after, ::before, ::backdrop, ::file-selector-button {
box-sizing: border-box;
margin: 0;
padding: 0;
border: 0 solid;
}
html, :host {
line-height: 1.5;
-webkit-text-size-adjust: 100%;
tab-size: 4;
font-family: var(--default-font-family, -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", "Noto Sans", Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji");
font-feature-settings: var(--default-font-feature-settings, normal);
font-variation-settings: var(--default-font-variation-settings, normal);
-webkit-tap-highlight-color: transparent;
}
hr {
height: 0;
color: inherit;
border-top-width: 1px;
}
abbr:where([title]) {
-webkit-text-decoration: underline dotted;
text-decoration: underline dotted;
}
h1, h2, h3, h4, h5, h6 {
font-size: inherit;
font-weight: inherit;
}
a {
color: inherit;
-webkit-text-decoration: inherit;
text-decoration: inherit;
}
b, strong {
font-weight: bolder;
}
code, kbd, samp, pre {
font-family: var(--default-mono-font-family, ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, "Liberation Mono", "Courier New", monospace);
font-feature-settings: var(--default-mono-font-feature-settings, normal);
font-variation-settings: var(--default-mono-font-variation-settings, normal);
font-size: 1em;
}
small {
font-size: 80%;
}
sub, sup {
font-size: 75%;
line-height: 0;
position: relative;
vertical-align: baseline;
}
sub {
bottom: -0.25em;
}
sup {
top: -0.5em;
}
table {
text-indent: 0;
border-color: inherit;
border-collapse: collapse;
}
:-moz-focusring:where(:not(iframe)) {
outline: auto;
}
progress {
vertical-align: baseline;
}
summary {
display: list-item;
}
ol, ul, menu {
list-style: none;
}
img, svg, video, canvas, audio, iframe, embed, object {
display: block;
vertical-align: middle;
}
img, video {
max-width: 100%;
height: auto;
}
button, input, select, optgroup, textarea, ::file-selector-button {
font: inherit;
font-feature-settings: inherit;
font-variation-settings: inherit;
letter-spacing: inherit;
color: inherit;
border-radius: 0;
background-color: transparent;
opacity: 1;
}
:where(select:is([multiple], [size])) optgroup {
font-weight: bolder;
}
:where(select:is([multiple], [size])) optgroup option {
padding-inline-start: 20px;
}
::file-selector-button {
margin-inline-end: 4px;
}
::placeholder {
opacity: 1;
}
@supports (not (-webkit-appearance: -apple-pay-button)) or (contain-intrinsic-size: 1px) {
::placeholder {
color: currentcolor;
@supports (color: color-mix(in lab, red, red)) {
color: color-mix(in oklab, currentcolor 50%, transparent);
}
}
}
textarea {
resize: vertical;
}
::-webkit-search-decoration {
-webkit-appearance: none;
}
::-webkit-date-and-time-value {
min-height: 1lh;
text-align: inherit;
}
::-webkit-datetime-edit {
display: inline-flex;
}
::-webkit-datetime-edit-fields-wrapper {
padding: 0;
}
::-webkit-datetime-edit, ::-webkit-datetime-edit-year-field, ::-webkit-datetime-edit-month-field, ::-webkit-datetime-edit-day-field, ::-webkit-datetime-edit-hour-field, ::-webkit-datetime-edit-minute-field, ::-webkit-datetime-edit-second-field, ::-webkit-datetime-edit-millisecond-field, ::-webkit-datetime-edit-meridiem-field {
padding-block: 0;
}
::-webkit-calendar-picker-indicator {
line-height: 1;
}
:-moz-ui-invalid {
box-shadow: none;
}
button, input:where([type="button"], [type="reset"], [type="submit"]), ::file-selector-button {
appearance: button;
}
::-webkit-inner-spin-button, ::-webkit-outer-spin-button {
height: auto;
}
[hidden]:where(:not([hidden="until-found"])) {
display: none !important;
}
}
@layer utilities {
.pointer-events-auto {
pointer-events: auto;
}
.pointer-events-none {
pointer-events: none;
}
.absolute {
position: absolute;
}
.fixed {
position: fixed;
}
.relative {
position: relative;
}
.inset-0 {
inset: 0px;
}
.top-0 {
top: 0px;
}
.top-\[5px\] {
top: 5px;
}
.left-0 {
left: 0px;
}
.left-1\/2 {
left: calc(1 / 2 * 100%);
}
.inline-flex {
display: inline-flex;
}
.size-0 {
width: 0px;
height: 0px;
}
.size-full {
width: 100%;
height: 100%;
}
.h-4 {
height: calc(var(--spacing) * 4);
}
.h-9 {
height: calc(var(--spacing) * 9);
}
.h-80 {
height: calc(var(--spacing) * 80);
}
.h-\[5px\] {
height: 5px;
}
.w-2 {
width: calc(var(--spacing) * 2);
}
.w-\[3px\] {
width: 3px;
}
.w-full {
width: 100%;
}
.origin-top {
transform-origin: top;
}
.-translate-x-1\/2 {
--tw-translate-x: calc(calc(1 / 2 * 100%) * -1);
translate: var(--tw-translate-x) var(--tw-translate-y);
}
.cursor-pointer {
cursor: pointer;
}
.resize {
resize: both;
}
.items-center {
align-items: center;
}
.justify-center {
justify-content: center;
}
.gap-1\.5 {
gap: calc(var(--spacing) * 1.5);
}
.overflow-hidden {
overflow: hidden;
}
.rounded-full {
border-radius: calc(infinity * 1px);
}
.rounded-md {
border-radius: calc(var(--radius) * 0.8);
}
.rounded-b-\[2px\] {
border-bottom-right-radius: 2px;
border-bottom-left-radius: 2px;
}
.border {
border-style: var(--tw-border-style);
border-width: 1px;
}
.border-t-0 {
border-top-style: var(--tw-border-style);
border-top-width: 0px;
}
.border-border {
border-color: var(--border);
}
.bg-background {
background-color: var(--background);
}
.bg-muted {
background-color: var(--muted);
}
.bg-\[linear-gradient\(to_bottom\,rgb\(148_163_184\/0\.6\)\,rgb\(148_163_184\/0\)\)\] {
background-image: linear-gradient(to bottom,rgb(148 163 184/0.6),rgb(148 163 184/0));
}
.px-4 {
padding-inline: calc(var(--spacing) * 4);
}
.text-sm {
font-size: var(--text-sm);
line-height: var(--tw-leading, var(--text-sm--line-height));
}
.font-medium {
--tw-font-weight: var(--font-weight-medium);
font-weight: var(--font-weight-medium);
}
.whitespace-nowrap {
white-space: nowrap;
}
.text-foreground {
color: var(--foreground);
}
.text-slate-400 {
color: var(--color-slate-400);
}
.shadow-\[0_1px_2px_rgb\(0_0_0\/0\.05\)\,0_2px_6px_-3px_rgb\(0_0_0\/0\.07\)\,inset_0_-1px_0_rgb\(0_0_0\/0\.03\)\] {
--tw-shadow: 0 1px 2px var(--tw-shadow-color, rgb(0 0 0/0.05)), 0 2px 6px -3px var(--tw-shadow-color, rgb(0 0 0/0.07)), inset 0 -1px 0 var(--tw-shadow-color, rgb(0 0 0/0.03));
box-shadow: var(--tw-inset-shadow), var(--tw-inset-ring-shadow), var(--tw-ring-offset-shadow), var(--tw-ring-shadow), var(--tw-shadow);
}
.shadow-\[inset_0_-1px_0_rgb\(0_0_0\/0\.12\)\] {
--tw-shadow: inset 0 -1px 0 var(--tw-shadow-color, rgb(0 0 0/0.12));
box-shadow: var(--tw-inset-shadow), var(--tw-inset-ring-shadow), var(--tw-ring-offset-shadow), var(--tw-ring-shadow), var(--tw-shadow);
}
.blur {
--tw-blur: blur(8px);
filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,);
}
.blur-\[0\.5px\] {
--tw-blur: blur(0.5px);
filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,);
}
.transition {
transition-property: color, background-color, border-color, outline-color, text-decoration-color, fill, stroke, --tw-gradient-from, --tw-gradient-via, --tw-gradient-to, opacity, box-shadow, transform, translate, scale, rotate, filter, -webkit-backdrop-filter, backdrop-filter, display, content-visibility, overlay, pointer-events;
transition-timing-function: var(--tw-ease, var(--default-transition-timing-function));
transition-duration: var(--tw-duration, var(--default-transition-duration));
}
.outline-none {
--tw-outline-style: none;
outline-style: none;
}
.select-none {
-webkit-user-select: none;
user-select: none;
}
.\[--smoke-opacity\:0\.6\] {
--smoke-opacity: 0.6;
}
.focus-visible\:ring-2:focus-visible {
--tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(2px + var(--tw-ring-offset-width)) var(--tw-ring-color, currentcolor);
box-shadow: var(--tw-inset-shadow), var(--tw-inset-ring-shadow), var(--tw-ring-offset-shadow), var(--tw-ring-shadow), var(--tw-shadow);
}
.focus-visible\:ring-ring:focus-visible {
--tw-ring-color: var(--ring);
}
.focus-visible\:ring-offset-2:focus-visible {
--tw-ring-offset-width: 2px;
--tw-ring-offset-shadow: var(--tw-ring-inset,) 0 0 0 var(--tw-ring-offset-width) var(--tw-ring-offset-color);
}
.focus-visible\:ring-offset-background:focus-visible {
--tw-ring-offset-color: var(--background);
}
.disabled\:cursor-not-allowed:disabled {
cursor: not-allowed;
}
.disabled\:opacity-50:disabled {
opacity: 50%;
}
.dark\:bg-\[linear-gradient\(to_bottom\,rgb\(226_232_240\/0\.65\)\,rgb\(226_232_240\/0\)\)\]:where(.dark, .dark *) {
background-image: linear-gradient(to bottom,rgb(226 232 240/0.65),rgb(226 232 240/0));
}
.dark\:text-slate-200:where(.dark, .dark *) {
color: var(--color-slate-200);
}
.dark\:shadow-\[0_1px_2px_rgb\(0_0_0\/0\.4\)\,inset_0_1px_0_rgb\(255_255_255\/0\.05\)\]:where(.dark, .dark *) {
--tw-shadow: 0 1px 2px var(--tw-shadow-color, rgb(0 0 0/0.4)), inset 0 1px 0 var(--tw-shadow-color, rgb(255 255 255/0.05));
box-shadow: var(--tw-inset-shadow), var(--tw-inset-ring-shadow), var(--tw-ring-offset-shadow), var(--tw-ring-shadow), var(--tw-shadow);
}
.dark\:shadow-\[inset_0_-1px_0_rgb\(0_0_0\/0\.5\)\]:where(.dark, .dark *) {
--tw-shadow: inset 0 -1px 0 var(--tw-shadow-color, rgb(0 0 0/0.5));
box-shadow: var(--tw-inset-shadow), var(--tw-inset-ring-shadow), var(--tw-ring-offset-shadow), var(--tw-ring-shadow), var(--tw-shadow);
}
.dark\:\[--smoke-opacity\:0\.55\]:where(.dark, .dark *) {
--smoke-opacity: 0.55;
}
}
:root {
--background: #fff;
--foreground: #111;
--primary: #171717;
--primary-foreground: #fff;
--secondary: #eee;
--secondary-foreground: #171717;
--muted: #eee;
--muted-foreground: #666;
--accent: #eee;
--accent-foreground: #171717;
--border: #ddd;
--input: #ddd;
--ring: #777;
--destructive: #dc2626;
--destructive-foreground: #fff;
--popover: #fff;
--popover-foreground: #111;
--success: #15803d;
--success-foreground: #fff;
--radius: .625rem;
--hairline: 1px;
}
.dark {
--background: #090909;
--foreground: #fafafa;
--primary: #fafafa;
--primary-foreground: #171717;
--secondary: #262626;
--secondary-foreground: #fafafa;
--muted: #262626;
--muted-foreground: #a3a3a3;
--accent: #262626;
--accent-foreground: #fafafa;
--border: #333;
--input: #333;
--popover: #171717;
--popover-foreground: #fafafa;
}
:root {
--card: oklch(1 0 0);
--muted: oklch(0.97 0 0);
--muted-foreground: oklch(0.556 0 0);
--border: oklch(0.922 0 0);
--primary: oklch(0.205 0 0);
--card-foreground: oklch(0.145 0 0);
--popover: oklch(1 0 0);
--popover-foreground: oklch(0.145 0 0);
--primary-foreground: oklch(0.985 0 0);
--secondary: oklch(0.97 0 0);
--secondary-foreground: oklch(0.205 0 0);
--accent: oklch(0.97 0 0);
--accent-foreground: oklch(0.205 0 0);
--destructive: oklch(0.577 0.245 27.325);
--input: oklch(0.922 0 0);
--ring: oklch(0.708 0 0);
--chart-1: oklch(0.87 0 0);
--chart-2: oklch(0.556 0 0);
--chart-3: oklch(0.439 0 0);
--chart-4: oklch(0.371 0 0);
--chart-5: oklch(0.269 0 0);
--radius: 0.625rem;
--sidebar: oklch(0.985 0 0);
--sidebar-foreground: oklch(0.145 0 0);
--sidebar-primary: oklch(0.205 0 0);
--sidebar-primary-foreground: oklch(0.985 0 0);
--sidebar-accent: oklch(0.97 0 0);
--sidebar-accent-foreground: oklch(0.205 0 0);
--sidebar-border: oklch(0.922 0 0);
--sidebar-ring: oklch(0.708 0 0);
--background: oklch(1 0 0);
--foreground: oklch(0.145 0 0);
--chrome: oklch(0.967 0 0);
--brand: oklch(0.6 0.23 29);
--chart-background: oklch(1 0 0);
--chart-foreground: oklch(0.145 0.004 285);
--chart-foreground-muted: oklch(0.55 0.014 260);
--chart-line-primary: var(--chart-1);
--chart-line-secondary: var(--chart-2);
--chart-crosshair: oklch(0.4 0.1828 274.34);
--chart-grid: oklch(0.9 0 0);
--chart-brush-border: var(--chart-grid);
--chart-tooltip-background: oklch(0.21 0.006 285 / 0.8);
--chart-tooltip-foreground: oklch(0.985 0 0);
--chart-tooltip-muted: oklch(0.65 0.01 260);
--chart-marker-background: oklch(0.97 0.005 260);
--chart-marker-border: oklch(0.85 0.01 260);
--chart-marker-foreground: oklch(0.3 0.01 260);
--chart-label: oklch(0.45 0.01 260);
--chart-scale-01: oklch(0.98 0.003 106);
--chart-scale-02: oklch(0.92 0.008 106);
--chart-scale-03: oklch(0.82 0.015 106);
--chart-scale-04: oklch(0.68 0.02 106);
--chart-scale-05: oklch(0.55 0.025 106);
--chart-scale-pattern-color: oklch(0.96 0.005 106);
}
.dark {
--background: oklch(0.145 0 0);
--foreground: oklch(0.985 0 0);
--chrome: oklch(0.18 0 0);
--card: oklch(0.205 0 0);
--muted: oklch(0.269 0 0);
--muted-foreground: oklch(0.708 0 0);
--border: oklch(1 0 0 / 10%);
--primary: oklch(0.922 0 0);
--card-foreground: oklch(0.985 0 0);
--popover: oklch(0.205 0 0);
--popover-foreground: oklch(0.985 0 0);
--primary-foreground: oklch(0.205 0 0);
--secondary: oklch(0.269 0 0);
--secondary-foreground: oklch(0.985 0 0);
--accent: oklch(0.269 0 0);
--accent-foreground: oklch(0.985 0 0);
--destructive: oklch(0.704 0.191 22.216);
--input: oklch(1 0 0 / 15%);
--ring: oklch(0.556 0 0);
--chart-1: oklch(0.87 0 0);
--chart-2: oklch(0.556 0 0);
--chart-3: oklch(0.439 0 0);
--chart-4: oklch(0.371 0 0);
--chart-5: oklch(0.269 0 0);
--sidebar: oklch(0.205 0 0);
--sidebar-foreground: oklch(0.985 0 0);
--sidebar-primary: oklch(0.922 0 0);
--sidebar-primary-foreground: oklch(0.205 0 0);
--sidebar-accent: oklch(0.269 0 0);
--sidebar-accent-foreground: oklch(0.985 0 0);
--sidebar-border: oklch(1 0 0 / 10%);
--sidebar-ring: oklch(0.556 0 0);
--brand: oklch(0.66 0.23 32);
--chart-background: oklch(0.145 0 0);
--chart-foreground: oklch(0.45 0 0);
--chart-foreground-muted: oklch(0.65 0.01 260);
--chart-crosshair: oklch(0.45 0 0);
--chart-grid: oklch(0.25 0 0);
--chart-brush-border: var(--chart-grid);
--chart-marker-background: oklch(0.25 0.01 260);
--chart-marker-border: oklch(0.4 0.01 260);
--chart-marker-foreground: oklch(0.9 0 0);
--chart-label: oklch(0.75 0.01 260);
--chart-scale-01: oklch(0.28 0.03 270);
--chart-scale-02: oklch(0.38 0.04 270);
--chart-scale-03: oklch(0.48 0.05 270);
--chart-scale-04: oklch(0.58 0.06 270);
--chart-scale-05: oklch(0.68 0.07 270);
--chart-scale-pattern-color: oklch(0.145 0 0);
}
@keyframes docs-dot-swing {
0%, 100% {
transform: translateX(0) scale(1);
}
45% {
transform: translateX(-6px) scale(0.7);
}
}
@keyframes hell-flicker {
0%, 100% {
opacity: 1;
}
41% {
opacity: 0.7;
}
43% {
opacity: 1;
}
77% {
opacity: 0.85;
}
78% {
opacity: 1;
}
}
@keyframes lights-off {
0% {
opacity: 0;
}
15% {
opacity: 1;
}
30% {
opacity: 0.2;
}
45% {
opacity: 1;
}
60% {
opacity: 0.5;
}
70%, 100% {
opacity: 1;
}
}
@keyframes lights-on {
0% {
opacity: 1;
}
20% {
opacity: 0;
}
32% {
opacity: 1;
}
50% {
opacity: 0.1;
}
60% {
opacity: 0.9;
}
75%, 100% {
opacity: 0;
}
}
@keyframes lights-fade {
to {
opacity: 0;
}
}
@keyframes eyes-dim {
from {
opacity: 0;
}
}
@keyframes eyes-open {
from {
opacity: 0;
transform: scaleY(0.05);
}
}
@keyframes eyes-blink {
0%, 92%, 100% {
transform: none;
}
95% {
transform: scaleY(0.08);
}
}
@keyframes crack-life {
0% {
opacity: 0;
transform: scale(0.92);
}
4% {
opacity: 1;
transform: none;
}
80% {
opacity: 1;
}
100% {
opacity: 0;
}
}
@keyframes egg-wobble {
0%, 84%, 100% {
transform: none;
}
87% {
transform: rotate(-14deg);
}
90% {
transform: rotate(10deg);
}
93% {
transform: rotate(-6deg);
}
96% {
transform: rotate(3deg);
}
}
@keyframes page-glitch {
0% {
transform: none;
filter: none;
clip-path: none;
}
12% {
transform: translate(-6px, 2px) skewX(-2deg);
filter: hue-rotate(90deg) saturate(3);
}
24% {
transform: translate(5px, -1px);
filter: invert(1) hue-rotate(180deg);
clip-path: inset(18% 0 52% 0);
}
36% {
transform: none;
filter: contrast(2.2) saturate(0);
clip-path: none;
}
48% {
transform: translate(9px, 0) skewX(4deg);
filter: hue-rotate(-60deg);
clip-path: inset(0 0 70% 0);
}
60% {
transform: translate(-3px, 3px);
filter: none;
clip-path: inset(40% 0 20% 0);
}
72% {
transform: translate(2px, -4px) scaleY(1.02);
filter: saturate(4) contrast(1.4);
clip-path: none;
}
86% {
transform: translate(-8px, 0);
filter: invert(1);
clip-path: inset(62% 0 8% 0);
}
}
@keyframes glitch-label {
0% {
transform: translate(0, 0);
opacity: 1;
}
33% {
transform: translate(-4px, 2px);
opacity: 0.6;
}
66% {
transform: translate(5px, -2px);
opacity: 1;
}
}
@keyframes deleted-progress {
from {
width: 0;
}
to {
width: 100%;
}
}
@keyframes deleted-restore {
0%, 70% {
opacity: 1;
}
100% {
opacity: 0;
}
}
@keyframes creeper-swell {
0% {
transform: scale(0.3) translateY(40px);
opacity: 0;
filter: none;
}
20% {
transform: scale(1);
opacity: 1;
}
45%, 65%, 85% {
filter: brightness(3) saturate(0);
}
55%, 75% {
filter: none;
}
100% {
transform: scale(1.35);
filter: brightness(4) saturate(0);
}
}
@keyframes creeper-flash {
from {
opacity: 0.85;
}
to {
opacity: 0;
}
}
@property --tw-translate-x {
syntax: "*";
inherits: false;
initial-value: 0;
}
@property --tw-translate-y {
syntax: "*";
inherits: false;
initial-value: 0;
}
@property --tw-translate-z {
syntax: "*";
inherits: false;
initial-value: 0;
}
@property --tw-border-style {
syntax: "*";
inherits: false;
initial-value: solid;
}
@property --tw-font-weight {
syntax: "*";
inherits: false;
}
@property --tw-shadow {
syntax: "*";
inherits: false;
initial-value: 0 0 #0000;
}
@property --tw-shadow-color {
syntax: "*";
inherits: false;
}
@property --tw-shadow-alpha {
syntax: "<percentage>";
inherits: false;
initial-value: 100%;
}
@property --tw-inset-shadow {
syntax: "*";
inherits: false;
initial-value: 0 0 #0000;
}
@property --tw-inset-shadow-color {
syntax: "*";
inherits: false;
}
@property --tw-inset-shadow-alpha {
syntax: "<percentage>";
inherits: false;
initial-value: 100%;
}
@property --tw-ring-color {
syntax: "*";
inherits: false;
}
@property --tw-ring-shadow {
syntax: "*";
inherits: false;
initial-value: 0 0 #0000;
}
@property --tw-inset-ring-color {
syntax: "*";
inherits: false;
}
@property --tw-inset-ring-shadow {
syntax: "*";
inherits: false;
initial-value: 0 0 #0000;
}
@property --tw-ring-inset {
syntax: "*";
inherits: false;
}
@property --tw-ring-offset-width {
syntax: "<length>";
inherits: false;
initial-value: 0px;
}
@property --tw-ring-offset-color {
syntax: "*";
inherits: false;
initial-value: #fff;
}
@property --tw-ring-offset-shadow {
syntax: "*";
inherits: false;
initial-value: 0 0 #0000;
}
@property --tw-blur {
syntax: "*";
inherits: false;
}
@property --tw-brightness {
syntax: "*";
inherits: false;
}
@property --tw-contrast {
syntax: "*";
inherits: false;
}
@property --tw-grayscale {
syntax: "*";
inherits: false;
}
@property --tw-hue-rotate {
syntax: "*";
inherits: false;
}
@property --tw-invert {
syntax: "*";
inherits: false;
}
@property --tw-opacity {
syntax: "*";
inherits: false;
}
@property --tw-saturate {
syntax: "*";
inherits: false;
}
@property --tw-sepia {
syntax: "*";
inherits: false;
}
@property --tw-drop-shadow {
syntax: "*";
inherits: false;
}
@property --tw-drop-shadow-color {
syntax: "*";
inherits: false;
}
@property --tw-drop-shadow-alpha {
syntax: "<percentage>";
inherits: false;
initial-value: 100%;
}
@property --tw-drop-shadow-size {
syntax: "*";
inherits: false;
}
@layer properties {
@supports ((-webkit-hyphens: none) and (not (margin-trim: inline))) or ((-moz-orient: inline) and (not (color:rgb(from red r g b)))) {
*, ::before, ::after, ::backdrop {
--tw-translate-x: 0;
--tw-translate-y: 0;
--tw-translate-z: 0;
--tw-border-style: solid;
--tw-font-weight: initial;
--tw-shadow: 0 0 #0000;
--tw-shadow-color: initial;
--tw-shadow-alpha: 100%;
--tw-inset-shadow: 0 0 #0000;
--tw-inset-shadow-color: initial;
--tw-inset-shadow-alpha: 100%;
--tw-ring-color: initial;
--tw-ring-shadow: 0 0 #0000;
--tw-inset-ring-color: initial;
--tw-inset-ring-shadow: 0 0 #0000;
--tw-ring-inset: initial;
--tw-ring-offset-width: 0px;
--tw-ring-offset-color: #fff;
--tw-ring-offset-shadow: 0 0 #0000;
--tw-blur: initial;
--tw-brightness: initial;
--tw-contrast: initial;
--tw-grayscale: initial;
--tw-hue-rotate: initial;
--tw-invert: initial;
--tw-opacity: initial;
--tw-saturate: initial;
--tw-sepia: initial;
--tw-drop-shadow: initial;
--tw-drop-shadow-color: initial;
--tw-drop-shadow-alpha: 100%;
--tw-drop-shadow-size: initial;
}
}
}