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465 lines
15 KiB
HTML
Vendored
465 lines
15 KiB
HTML
Vendored
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=1920, height=1080" />
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<title>Magnetic Cursor — HTML-in-Canvas</title>
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<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
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<style>
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*,
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*::before,
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*::after {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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background: #0c0c0c;
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overflow: hidden;
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font-family:
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system-ui,
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-apple-system,
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sans-serif;
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color: #e8e8e8;
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}
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#root {
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position: relative;
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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background: #0c0c0c;
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}
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canvas {
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display: block;
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}
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.page-content {
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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font-family:
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system-ui,
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-apple-system,
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sans-serif;
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color: #e8e8e8;
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display: flex;
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align-items: center;
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justify-content: center;
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}
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.page-inner {
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max-width: 900px;
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padding: 0 48px;
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}
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.heading {
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font-size: 64px;
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font-weight: 700;
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line-height: 1.15;
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letter-spacing: -0.03em;
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color: #f0f0f0;
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margin-bottom: 32px;
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}
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.heading em {
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font-style: normal;
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color: #70c7ed;
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}
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.body-text {
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font-size: 22px;
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line-height: 1.7;
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color: rgba(255, 255, 255, 0.6);
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margin-bottom: 24px;
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}
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.body-text:last-of-type {
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margin-bottom: 48px;
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}
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.hint {
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font-size: 15px;
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color: rgba(255, 255, 255, 0.3);
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font-family: ui-monospace, "SF Mono", monospace;
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margin-bottom: 48px;
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letter-spacing: 0.02em;
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}
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.card-grid {
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display: grid;
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grid-template-columns: repeat(3, 1fr);
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gap: 20px;
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}
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.card {
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background: rgba(255, 255, 255, 0.04);
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border: 1px solid rgba(255, 255, 255, 0.08);
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border-radius: 14px;
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padding: 24px;
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}
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.card-icon {
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width: 40px;
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height: 40px;
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border-radius: 10px;
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margin-bottom: 14px;
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display: flex;
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align-items: center;
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justify-content: center;
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font-size: 20px;
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background: rgba(112, 199, 237, 0.12);
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}
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.card-title {
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font-size: 16px;
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font-weight: 600;
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color: rgba(255, 255, 255, 0.85);
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margin-bottom: 8px;
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}
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.card-desc {
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font-size: 14px;
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line-height: 1.5;
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color: rgba(255, 255, 255, 0.4);
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}
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/* Subtitles */
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.subtitle-bar {
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position: absolute;
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bottom: 60px;
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left: 50%;
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transform: translateX(-50%);
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z-index: 10;
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pointer-events: none;
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}
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.subtitle {
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font-size: 28px;
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font-weight: 500;
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color: white;
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text-align: center;
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background: rgba(0, 0, 0, 0.7);
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padding: 12px 32px;
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border-radius: 8px;
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backdrop-filter: blur(8px);
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white-space: nowrap;
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opacity: 0;
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font-family:
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system-ui,
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-apple-system,
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sans-serif;
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}
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/* Cursor dot */
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.cursor-dot {
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position: absolute;
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width: 20px;
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height: 20px;
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border-radius: 50%;
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background: rgba(112, 199, 237, 0.8);
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box-shadow:
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0 0 20px rgba(112, 199, 237, 0.5),
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0 0 40px rgba(112, 199, 237, 0.3);
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z-index: 10;
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pointer-events: none;
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transform: translate(-50%, -50%);
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opacity: 0;
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}
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</style>
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</head>
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<body>
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<div
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id="root"
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data-composition-id="magnetic-cursor"
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data-width="1920"
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data-height="1080"
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data-start="0"
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data-duration="15"
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data-root="true"
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>
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<canvas
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id="gl-canvas"
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layoutsubtree
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width="1920"
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height="1080"
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style="position: absolute; top: 0; left: 0; width: 1920px; height: 1080px"
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>
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<div class="page-content" id="content" style="width: 1920px; height: 1080px">
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<div class="page-inner">
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<h1 class="heading">Pixels bend toward<br />your <em>cursor</em></h1>
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<p class="body-text">
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Move your mouse across this page. Every pixel is drawn through a WebGL shader that
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warps space toward your cursor position, like a magnet pulling iron filings beneath a
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thin rubber sheet.
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</p>
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<p class="body-text">
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The distortion follows a Gaussian falloff — strong at close range, tapering smoothly
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to nothing. The text remains readable even under deformation.
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</p>
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<p class="hint">HTML-in-Canvas API + WebGL2 shader distortion</p>
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<div class="card-grid">
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<div class="card">
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<div class="card-icon">⚡</div>
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<div class="card-title">Real-time</div>
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<div class="card-desc">
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60fps distortion on live DOM content via texElementImage2D
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</div>
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</div>
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<div class="card">
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<div class="card-icon">🔌</div>
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<div class="card-title">Native API</div>
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<div class="card-desc">
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No html2canvas. Browser's own rasterizer at full fidelity.
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</div>
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</div>
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<div class="card">
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<div class="card-icon">🎨</div>
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<div class="card-title">GPU Shaders</div>
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<div class="card-desc">
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Gaussian warp + chromatic aberration in one fragment shader pass.
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</div>
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</div>
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</div>
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</div>
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</div>
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</canvas>
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<!-- Visible cursor dot -->
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<div class="cursor-dot" id="cursor-dot"></div>
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<!-- Subtitles -->
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<div class="subtitle-bar">
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<div class="subtitle" id="sub1">
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The HTML-in-Canvas API renders live DOM as a WebGL texture
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</div>
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<div class="subtitle" id="sub2">A magnetic shader warps every pixel toward the cursor</div>
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<div class="subtitle" id="sub3">
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Chromatic aberration splits RGB channels at the distortion site
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</div>
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<div class="subtitle" id="sub4">
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Impossible without native drawElementImage — no polyfill exists
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</div>
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</div>
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<div
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id="driver"
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class="clip"
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data-start="0"
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data-duration="15"
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data-track-index="0"
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style="position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none"
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></div>
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</div>
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<script>
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var W = 1920,
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H = 1080;
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var canvas = document.getElementById("gl-canvas");
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var content = document.getElementById("content");
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var cursorDot = document.getElementById("cursor-dot");
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function isSupported() {
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var tc = document.createElement("canvas");
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if (!("layoutSubtree" in tc)) return false;
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tc.setAttribute("layoutsubtree", "");
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var ctx = tc.getContext("2d");
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return ctx && typeof ctx.drawElementImage === "function";
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}
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// ── WebGL2 Setup ─────────────────────────────────────────────────
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var gl = canvas.getContext("webgl2", { alpha: false, preserveDrawingBuffer: true });
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function compile(type, src) {
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var s = gl.createShader(type);
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gl.shaderSource(s, src);
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gl.compileShader(s);
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if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) console.error(gl.getShaderInfoLog(s));
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return s;
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}
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function link(vsSrc, fsSrc) {
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var p = gl.createProgram();
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gl.attachShader(p, compile(gl.VERTEX_SHADER, vsSrc));
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gl.attachShader(p, compile(gl.FRAGMENT_SHADER, fsSrc));
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gl.linkProgram(p);
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return p;
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}
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var VS = [
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"#version 300 es",
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"in vec2 a_pos;",
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"out vec2 v_uv;",
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"void main() {",
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" v_uv = vec2(a_pos.x * 0.5 + 0.5, 0.5 - a_pos.y * 0.5);",
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" gl_Position = vec4(a_pos, 0.0, 1.0);",
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"}",
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].join("\n");
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var FS = [
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"#version 300 es",
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"precision highp float;",
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"in vec2 v_uv;",
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"out vec4 fragColor;",
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"uniform sampler2D u_content;",
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"uniform vec2 u_mouse;",
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"uniform vec2 u_resolution;",
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"uniform float u_repel;",
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"uniform float u_strength;",
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"",
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"void main() {",
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" vec2 uv = v_uv;",
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" float aspect = u_resolution.x / u_resolution.y;",
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" vec2 delta = u_mouse - uv;",
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" vec2 aspectDelta = delta * vec2(aspect, 1.0);",
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" float dist = length(aspectDelta);",
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" float strength = exp(-dist * dist * 20.0) * 0.04 * u_strength;",
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" float direction = mix(1.0, -1.0, u_repel);",
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" vec2 displaced = uv + delta * strength * direction;",
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" displaced = clamp(displaced, vec2(0.0), vec2(1.0));",
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" float aberration = strength * 0.6;",
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" vec2 aberDir = normalize(delta + 0.0001) * aberration;",
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" float r = texture(u_content, displaced + aberDir * 0.3).r;",
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" float g = texture(u_content, displaced).g;",
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" float b = texture(u_content, displaced - aberDir * 0.3).b;",
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" fragColor = vec4(r, g, b, 1.0);",
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"}",
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].join("\n");
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var prog = link(VS, FS);
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// Quad
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var vao = gl.createVertexArray();
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gl.bindVertexArray(vao);
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var buf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
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gl.STATIC_DRAW,
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);
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var aPos = gl.getAttribLocation(prog, "a_pos");
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gl.enableVertexAttribArray(aPos);
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gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
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// Texture
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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// Uniforms
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gl.useProgram(prog);
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var U = {};
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["u_content", "u_mouse", "u_resolution", "u_repel", "u_strength"].forEach(function (n) {
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U[n] = gl.getUniformLocation(prog, n);
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});
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// ── Capture + Render ─────────────────────────────────────────────
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var captured = false;
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function captureContent() {
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if (!isSupported()) return;
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texElementImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, content);
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captured = true;
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}
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// Also support drawElementImage fallback via 2D context capture
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function captureVia2D() {
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var tc = document.createElement("canvas");
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tc.setAttribute("layoutsubtree", "");
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tc.width = W;
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tc.height = H;
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// Can't use drawElementImage from a different canvas — skip fallback
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}
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function render(mouseX, mouseY, repel, strength) {
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gl.viewport(0, 0, W, H);
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gl.useProgram(prog);
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gl.bindVertexArray(vao);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.uniform1i(U.u_content, 0);
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gl.uniform2f(U.u_mouse, mouseX, mouseY);
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gl.uniform2f(U.u_resolution, W, H);
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gl.uniform1f(U.u_repel, repel);
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gl.uniform1f(U.u_strength, strength);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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}
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// ── Animation State ──────────────────────────────────────────────
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var S = {
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mouseX: 0.5,
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mouseY: 0.5,
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repel: 0,
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strength: 0,
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progress: 0,
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};
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// ── GSAP Timeline ────────────────────────────────────────────────
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window.__timelines = window.__timelines || {};
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var tl = gsap.timeline({ paused: true });
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// Driver tween
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tl.to(
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S,
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{
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progress: 1,
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duration: 15,
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ease: "none",
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onUpdate: function () {
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// Update cursor dot position
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cursorDot.style.left = S.mouseX * W + "px";
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cursorDot.style.top = S.mouseY * H + "px";
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render(S.mouseX, S.mouseY, S.repel, S.strength);
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},
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},
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0,
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);
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// Cursor appears
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tl.to(cursorDot, { opacity: 1, duration: 0.3 }, 0.5);
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tl.to(S, { strength: 1, duration: 0.5, ease: "power2.out" }, 0.5);
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// Cursor path: smooth figure-8 across the page
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// Phase 1: sweep across heading
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tl.to(S, { mouseX: 0.35, mouseY: 0.3, duration: 2, ease: "power1.inOut" }, 1);
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tl.to(S, { mouseX: 0.6, mouseY: 0.35, duration: 2, ease: "power1.inOut" }, 3);
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// Phase 2: circle around text
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tl.to(S, { mouseX: 0.4, mouseY: 0.5, duration: 1.5, ease: "sine.inOut" }, 5);
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tl.to(S, { mouseX: 0.55, mouseY: 0.55, duration: 1.5, ease: "sine.inOut" }, 6.5);
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// Phase 3: repel pulse
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tl.to(S, { repel: 1, duration: 0.2, ease: "power4.out" }, 8);
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tl.to(S, { repel: 0, duration: 0.5, ease: "power2.out" }, 8.5);
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// Phase 4: sweep across cards
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tl.to(S, { mouseX: 0.3, mouseY: 0.75, duration: 2, ease: "power1.inOut" }, 9);
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tl.to(S, { mouseX: 0.65, mouseY: 0.72, duration: 2, ease: "power1.inOut" }, 11);
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// Phase 5: exit
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tl.to(S, { mouseX: 0.8, mouseY: 0.2, duration: 1.5, ease: "power2.inOut" }, 13);
|
|
tl.to(S, { strength: 0, duration: 0.5 }, 14);
|
|
tl.to(cursorDot, { opacity: 0, duration: 0.3 }, 14.2);
|
|
|
|
// Subtitles
|
|
tl.to("#sub1", { opacity: 1, duration: 0.3 }, 1);
|
|
tl.to("#sub1", { opacity: 0, duration: 0.3 }, 3.5);
|
|
tl.to("#sub2", { opacity: 1, duration: 0.3 }, 4);
|
|
tl.to("#sub2", { opacity: 0, duration: 0.3 }, 6.5);
|
|
tl.to("#sub3", { opacity: 1, duration: 0.3 }, 7.5);
|
|
tl.to("#sub3", { opacity: 0, duration: 0.3 }, 9.5);
|
|
tl.to("#sub4", { opacity: 1, duration: 0.3 }, 10.5);
|
|
tl.to("#sub4", { opacity: 0, duration: 0.3 }, 13);
|
|
|
|
window.__timelines["magnetic-cursor"] = tl;
|
|
|
|
// Paint event for texture upload
|
|
canvas.onpaint = function () {
|
|
if (!captured) {
|
|
gl.bindTexture(gl.TEXTURE_2D, tex);
|
|
gl.texElementImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, content);
|
|
captured = true;
|
|
}
|
|
};
|
|
|
|
setTimeout(function () {
|
|
if (isSupported()) {
|
|
canvas.requestPaint();
|
|
}
|
|
tl.seek(0);
|
|
}, 0);
|
|
</script>
|
|
</body>
|
|
</html>
|