类型:3D · 分类:UI Elements · 收录:2026-09-16 20:35:01 · 源码:会员可见
# Skeuomorphic Toggle
Four takes on one switch: the preserved tactile skeuomorphic export plus flat modern, Three.js glass, and shader-lit treatments, each matching light and dark appearances automatically.
> 来源:ThreeUI Community · https://threeui.com · MIT License(Meng To / Design+Code)
> 组件页:https://threeui.com/component/skeuomorphic-toggle · 预览动画:https://threeui.com/previews/skeuomorphic-toggle.webm
> 分类:UI Elements
> 包含变体(3):modern、glass、shader
/* ===== src/shaders/skeuomorphic-toggle/SkeuomorphicToggleCollection.tsx (tsx) ===== */
import { lazy, Suspense, type CSSProperties } from "react";
import type { ToggleModePreference } from "./toggleMode";
export const SKEUOMORPHIC_TOGGLE_VARIANTS = [
"skeuomorphic-toggle",
"modern",
"glass",
"shader",
] as const;
export type SkeuomorphicToggleVariant = (typeof SKEUOMORPHIC_TOGGLE_VARIANTS)[number];
export type SkeuomorphicToggleCollectionProps = {
variant?: SkeuomorphicToggleVariant;
mode?: ToggleModePreference;
defaultOn?: boolean;
label?: string;
speed?: number;
size?: number;
opacity?: number;
hue?: number;
saturation?: number;
brightness?: number;
onChange?: (on: boolean) => void;
className?: string;
style?: CSSProperties;
};
/* The packaged Neuform export stays exactly as it shipped; the three companion
treatments are first-party React renderers. */
const PackagedToggle = lazy(() =>
import("../neuform-isolated/NeuformBatchEffects").then((module) => ({ default: module.SkeuomorphicToggle })),
);
const ModernToggle = lazy(() =>
import("./ModernToggle").then((module) => ({ default: module.ModernToggle })),
);
const GlassToggle = lazy(() =>
import("./GlassToggle").then((module) => ({ default: module.GlassToggle })),
);
const ShaderToggle = lazy(() =>
import("./ShaderToggle").then((module) => ({ default: module.ShaderToggle })),
);
const FALLBACK = <div className="threeui-background skeuomorphic-toggle-variant" />;
export function SkeuomorphicToggleCollection({
variant = "skeuomorphic-toggle",
onChange,
defaultOn,
label,
speed,
...props
}: SkeuomorphicToggleCollectionProps) {
if (variant === "modern") {
return (
<Suspense fallback={FALLBACK}>
<ModernToggle {...props} defaultOn={defaultOn} label={label} onChange={onChange} />
</Suspense>
);
}
if (variant === "glass") {
return (
<Suspense fallback={FALLBACK}>
<GlassToggle {...props} defaultOn={defaultOn} label={label} speed={speed} onChange={onChange} />
</Suspense>
);
}
if (variant === "shader") {
return (
<Suspense fallback={FALLBACK}>
<ShaderToggle {...props} defaultOn={defaultOn} label={label} speed={speed} onChange={onChange} />
</Suspense>
);
}
return (
<Suspense fallback={FALLBACK}>
<PackagedToggle {...props} speed={speed} />
</Suspense>
);
}
/* ===== src/shaders/skeuomorphic-toggle/ModernToggle.tsx (tsx) ===== */
import { useCallback, useEffect, useRef, useState, type CSSProperties } from "react";
import "./modern-toggle.css";
import { clamp, useToggleMode, type ToggleModePreference } from "./toggleMode";
export type ModernToggleProps = {
mode?: ToggleModePreference;
defaultOn?: boolean;
label?: string;
size?: number;
opacity?: number;
hue?: number;
saturation?: number;
brightness?: number;
onChange?: (on: boolean) => void;
className?: string;
style?: CSSProperties;
};
export const MODERN_TOGGLE_DEFAULTS = {
mode: "auto" as ToggleModePreference,
defaultOn: true,
label: "Live Sync",
size: 1,
opacity: 1,
hue: 0,
saturation: 1,
brightness: 1,
} as const;
export function ModernToggle({
mode = MODERN_TOGGLE_DEFAULTS.mode,
defaultOn = MODERN_TOGGLE_DEFAULTS.defaultOn,
label = MODERN_TOGGLE_DEFAULTS.label,
size = MODERN_TOGGLE_DEFAULTS.size,
opacity = MODERN_TOGGLE_DEFAULTS.opacity,
hue = MODERN_TOGGLE_DEFAULTS.hue,
saturation = MODERN_TOGGLE_DEFAULTS.saturation,
brightness = MODERN_TOGGLE_DEFAULTS.brightness,
onChange,
className,
style,
}: ModernToggleProps) {
const resolvedMode = useToggleMode(mode);
const [on, setOn] = useState(defaultOn);
const switchRef = useRef<HTMLButtonElement>(null);
const thumbRef = useRef<HTMLSpanElement>(null);
/* A light spring rather than an eased transition: the knob leans into the
travel, trails a little squash behind it, and settles with one small
overshoot. Damping ratio ~0.67 — enough to read as a spring, well short
of bouncy. */
useEffect(() => {
const control = switchRef.current;
const thumb = thumbRef.current;
if (!control || !thumb) return undefined;
const reduceMotion = typeof window !== "undefined"
&& window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const target = on ? 1 : 0;
let value = Number(thumb.dataset.progress ?? (on ? 1 : 0));
let velocity = Number(thumb.dataset.velocity ?? 0);
let handle = 0;
let last = performance.now();
const apply = (progress: number, speed: number) => {
const travel = Math.max(0, control.clientWidth - thumb.offsetLeft * 2 - thumb.offsetWidth);
/* Squash scales with how fast it is actually moving, and trails the
direction of travel. */
const lean = Math.min(1, Math.abs(speed) / 6);
const scaleX = 1 + lean * 0.16;
const scaleY = 1 - lean * 0.1;
thumb.style.transformOrigin = speed >= 0 ? "right center" : "left center";
thumb.style.transform =
`translate3d(${(progress * travel).toFixed(2)}px, 0, 0) scale(${scaleX.toFixed(4)}, ${scaleY.toFixed(4)})`;
};
if (reduceMotion) {
thumb.dataset.progress = String(target);
thumb.dataset.velocity = "0";
apply(target, 0);
return undefined;
}
const step = (now: number) => {
const delta = Math.min(0.032, (now - last) / 1000);
last = now;
const stiffness = 210;
const damping = 19.5;
velocity += ((target - value) * stiffness - velocity * damping) * delta;
value += velocity * delta;
thumb.dataset.progress = String(value);
thumb.dataset.velocity = String(velocity);
apply(value, velocity);
if (Math.abs(target - value) < 0.0006 && Math.abs(velocity) < 0.006) {
value = target;
velocity = 0;
thumb.dataset.progress = String(target);
thumb.dataset.velocity = "0";
apply(target, 0);
return;
}
handle = window.requestAnimationFrame(step);
};
handle = window.requestAnimationFrame(step);
return () => window.cancelAnimationFrame(handle);
}, [on]);
const flip = useCallback(() => {
setOn((current) => {
const next = !current;
onChange?.(next);
return next;
});
}, [onChange]);
const stageStyle = {
"--modern-toggle-scale": clamp(size, 0.35, 2.5),
"--modern-toggle-hue": `${clamp(hue, -180, 180)}deg`,
"--modern-toggle-saturation": clamp(saturation, 0, 2),
"--modern-toggle-brightness": clamp(brightness, 0.35, 1.65),
opacity: clamp(opacity, 0.05, 1),
...style,
} as CSSProperties;
return (
<div
className={`modern-toggle${className ? ` ${className}` : ""}`}
data-mode={resolvedMode}
data-state={on ? "on" : "off"}
style={stageStyle}
>
<div className="modern-toggle__halo" aria-hidden="true" />
<div className="modern-toggle__stack">
<button
type="button"
ref={switchRef}
className="modern-toggle__switch"
role="switch"
aria-checked={on}
aria-label={label}
onClick={flip}
>
<span className="modern-toggle__track" aria-hidden="true" />
<span ref={thumbRef} className="modern-toggle__thumb" aria-hidden="true">
<span className="modern-toggle__mark">
<svg viewBox="0 0 24 24" data-mark="check" aria-hidden="true">
<path d="M5 12.8 9.6 17.4 19 8" />
</svg>
<svg viewBox="0 0 24 24" data-mark="dash" aria-hidden="true">
<path d="M6.5 12h11" />
</svg>
</span>
</span>
</button>
<p className="modern-toggle__caption">
<span>{label}</span>
<b>{on ? "On" : "Off"}</b>
</p>
</div>
</div>
);
}
/* ===== src/shaders/skeuomorphic-toggle/modern-toggle.css (css) ===== */
.modern-toggle,
.modern-toggle *,
.modern-toggle *::before,
.modern-toggle *::after {
box-sizing: border-box;
}
.modern-toggle {
--modern-toggle-scale: 1;
--modern-toggle-hue: 0deg;
--modern-toggle-saturation: 1;
--modern-toggle-brightness: 1;
--modern-toggle-track: #e6e8ec;
--modern-toggle-track-on: #2f6bff;
--modern-toggle-edge: rgba(9, 12, 20, 0.09);
--modern-toggle-edge-on: rgba(9, 12, 20, 0.06);
--modern-toggle-thumb: #ffffff;
--modern-toggle-thumb-shadow: 0 1px 1px rgba(9, 12, 20, 0.1), 0 6px 14px -4px rgba(9, 12, 20, 0.28);
--modern-toggle-mark: #2f6bff;
--modern-toggle-caption: rgba(15, 20, 32, 0.42);
--modern-toggle-caption-on: rgba(15, 20, 32, 0.7);
--modern-toggle-focus: rgba(47, 107, 255, 0.32);
--modern-toggle-stage: #f7f8fa;
--modern-toggle-stage-top: #ffffff;
--modern-toggle-stage-bottom: #eceff4;
--modern-toggle-halo: rgba(47, 107, 255, 0.1);
position: relative;
display: grid;
width: 100%;
height: 100%;
min-width: 0;
min-height: 0;
place-items: center;
overflow: hidden;
isolation: isolate;
container-type: size;
background: linear-gradient(180deg, var(--modern-toggle-stage-top) 0%, var(--modern-toggle-stage) 62%, var(--modern-toggle-stage-bottom) 100%);
color-scheme: light;
filter: hue-rotate(var(--modern-toggle-hue)) saturate(var(--modern-toggle-saturation)) brightness(var(--modern-toggle-brightness));
font-family: ui-sans-serif, -apple-system, "SF Pro Text", "Segoe UI", Roboto, "Helvetica Neue", Arial, sans-serif;
}
.modern-toggle[data-mode="dark"] {
--modern-toggle-track: #22262f;
--modern-toggle-track-on: #3b7bff;
--modern-toggle-edge: rgba(255, 255, 255, 0.1);
--modern-toggle-edge-on: rgba(255, 255, 255, 0.16);
--modern-toggle-thumb: #f2f4f8;
--modern-toggle-thumb-shadow: 0 1px 1px rgba(0, 0, 0, 0.5), 0 8px 18px -6px rgba(0, 0, 0, 0.7);
--modern-toggle-mark: #1f5cf0;
--modern-toggle-caption: rgba(232, 237, 247, 0.4);
--modern-toggle-caption-on: rgba(232, 237, 247, 0.74);
--modern-toggle-focus: rgba(94, 145, 255, 0.4);
--modern-toggle-stage: #0c0e13;
--modern-toggle-stage-top: #14171f;
--modern-toggle-stage-bottom: #06070a;
--modern-toggle-halo: rgba(59, 123, 255, 0.16);
color-scheme: dark;
}
/* One soft pool of accent light, so the switch is not floating on a flat fill. */
.modern-toggle__halo {
position: absolute;
width: min(72cqw, 620px);
height: min(72cqh, 380px);
border-radius: 50%;
background: radial-gradient(closest-side, var(--modern-toggle-halo), transparent 72%);
opacity: 0;
transform: scale(0.86);
transition: opacity 0.5s ease, transform 0.6s cubic-bezier(0.32, 0.72, 0, 1);
pointer-events: none;
}
.modern-toggle[data-state="on"] .modern-toggle__halo {
opacity: 1;
transform: scale(1);
}
.modern-toggle__stack {
position: relative;
display: grid;
gap: clamp(12px, 2.4cqh, 24px);
justify-items: center;
transform: scale(var(--modern-toggle-scale));
}
/* Every measurement below is a share of the switch's own width, so the control
keeps its proportions at any stage size. */
.modern-toggle__switch {
position: relative;
display: block;
width: clamp(104px, min(18cqw, 33cqh), 330px);
aspect-ratio: 44 / 25;
padding: 0;
border: 0;
border-radius: 999px;
background: transparent;
cursor: pointer;
container-type: inline-size;
-webkit-tap-highlight-color: transparent;
appearance: none;
}
.modern-toggle__switch:focus-visible {
outline: none;
}
.modern-toggle__track {
position: absolute;
inset: 0;
border-radius: inherit;
background: var(--modern-toggle-track);
box-shadow: inset 0 0 0 1px var(--modern-toggle-edge);
transition: background 0.46s cubic-bezier(0.32, 0.72, 0, 1), box-shadow 0.46s ease;
}
.modern-toggle[data-state="on"] .modern-toggle__track {
background: var(--modern-toggle-track-on);
box-shadow: inset 0 0 0 1px var(--modern-toggle-edge-on);
}
.modern-toggle__switch:focus-visible .modern-toggle__track {
box-shadow: inset 0 0 0 1px var(--modern-toggle-edge), 0 0 0 4px var(--modern-toggle-focus);
}
.modern-toggle[data-state="on"] .modern-toggle__switch:focus-visible .modern-toggle__track {
box-shadow: inset 0 0 0 1px var(--modern-toggle-edge-on), 0 0 0 4px var(--modern-toggle-focus);
}
/* The knob's transform is driven by a spring in JS, not by a transition —
a CSS transition cannot squash on the way and settle on arrival, so the
stretch had to be an :active snap that fought the travel. */
.modern-toggle__thumb {
position: absolute;
top: 4.6cqw;
left: 4.6cqw;
width: 47.6cqw;
height: 47.6cqw;
display: grid;
place-items: center;
border-radius: 999px;
background: var(--modern-toggle-thumb);
box-shadow: var(--modern-toggle-thumb-shadow);
transform: translate3d(0, 0, 0);
transform-origin: center;
will-change: transform;
}
.modern-toggle__mark {
position: relative;
width: 36%;
height: 36%;
color: var(--modern-toggle-mark);
}
.modern-toggle__mark svg {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
fill: none;
stroke: currentColor;
stroke-width: 2.6;
stroke-linecap: round;
stroke-linejoin: round;
transition: opacity 0.28s ease, transform 0.34s cubic-bezier(0.32, 0.72, 0, 1);
}
.modern-toggle__mark svg[data-mark="check"] {
opacity: 0;
transform: scale(0.6) rotate(-18deg);
}
.modern-toggle__mark svg[data-mark="dash"] {
opacity: 0.34;
transform: scale(1);
}
.modern-toggle[data-state="on"] .modern-toggle__mark svg[data-mark="check"] {
opacity: 1;
transform: scale(1) rotate(0deg);
}
.modern-toggle[data-state="on"] .modern-toggle__mark svg[data-mark="dash"] {
opacity: 0;
transform: scale(0.6);
}
.modern-toggle__caption {
display: flex;
align-items: baseline;
gap: 0.55em;
font-size: clamp(11px, 0.85cqw, 16px);
letter-spacing: 0.08em;
text-transform: uppercase;
color: var(--modern-toggle-caption);
transition: color 0.4s ease;
}
.modern-toggle[data-state="on"] .modern-toggle__caption {
color: var(--modern-toggle-caption-on);
}
.modern-toggle__caption b {
font-weight: 500;
font-variant-numeric: tabular-nums;
}
@media (prefers-reduced-motion: reduce) {
.modern-toggle__halo,
.modern-toggle__track,
.modern-toggle__mark svg,
.modern-toggle__caption {
transition-duration: 0.01ms;
}
}
/* ===== src/shaders/skeuomorphic-toggle/GlassToggle.tsx (tsx) ===== */
import { useCallback, useEffect, useRef, useState, type CSSProperties, type PointerEvent } from "react";
import "./glass-toggle.css";
import { createGlassToggleScene, type GlassToggleScene } from "./glassToggleScene";
import { clamp, useToggleMode, type ToggleModePreference } from "./toggleMode";
export type GlassToggleProps = {
mode?: ToggleModePreference;
defaultOn?: boolean;
label?: string;
speed?: number;
size?: number;
opacity?: number;
hue?: number;
saturation?: number;
brightness?: number;
onChange?: (on: boolean) => void;
className?: string;
style?: CSSProperties;
};
export const GLASS_TOGGLE_DEFAULTS = {
mode: "auto" as ToggleModePreference,
defaultOn: true,
label: "Live Sync",
speed: 1,
size: 1,
opacity: 1,
hue: 0,
saturation: 1,
brightness: 1,
} as const;
export function GlassToggle({
mode = GLASS_TOGGLE_DEFAULTS.mode,
defaultOn = GLASS_TOGGLE_DEFAULTS.defaultOn,
label = GLASS_TOGGLE_DEFAULTS.label,
speed = GLASS_TOGGLE_DEFAULTS.speed,
size = GLASS_TOGGLE_DEFAULTS.size,
opacity = GLASS_TOGGLE_DEFAULTS.opacity,
hue = GLASS_TOGGLE_DEFAULTS.hue,
saturation = GLASS_TOGGLE_DEFAULTS.saturation,
brightness = GLASS_TOGGLE_DEFAULTS.brightness,
onChange,
className,
style,
}: GlassToggleProps) {
const resolvedMode = useToggleMode(mode);
const hostRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
const switchRef = useRef<HTMLButtonElement>(null);
const sceneRef = useRef<GlassToggleScene | null>(null);
const [on, setOn] = useState(defaultOn);
const [supported, setSupported] = useState(true);
const flip = useCallback(() => {
setOn((current) => {
const next = !current;
onChange?.(next);
return next;
});
}, [onChange]);
useEffect(() => {
const host = hostRef.current;
const canvas = canvasRef.current;
if (!host || !canvas) return undefined;
let scene: GlassToggleScene;
try {
scene = createGlassToggleScene({ canvas, mode: resolvedMode, speed, on: defaultOn });
} catch {
setSupported(false);
return undefined;
}
sceneRef.current = scene;
const syncSwitchFootprint = () => {
const control = switchRef.current;
if (!control) return;
const footprint = scene.measureSwitch();
control.style.width = `${Math.round(footprint.width)}px`;
control.style.height = `${Math.round(footprint.height)}px`;
};
const observer = new ResizeObserver((entries) => {
const box = entries[0]?.contentRect;
if (!box) return;
scene.resize(box.width, box.height);
syncSwitchFootprint();
});
observer.observe(host);
scene.resize(host.clientWidth, host.clientHeight);
syncSwitchFootprint();
return () => {
observer.disconnect();
scene.dispose();
sceneRef.current = null;
};
/* The scene is rebuilt only for the host element; appearance, speed and
state are pushed through the imperative handles below. */
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []);
useEffect(() => {
sceneRef.current?.setMode(resolvedMode);
}, [resolvedMode]);
useEffect(() => {
sceneRef.current?.setSpeed(clamp(speed, 0, 3));
}, [speed]);
useEffect(() => {
sceneRef.current?.setSize(clamp(size, 0.35, 2.5));
const control = switchRef.current;
const footprint = sceneRef.current?.measureSwitch();
if (!control || !footprint) return;
control.style.width = `${Math.round(footprint.width)}px`;
control.style.height = `${Math.round(footprint.height)}px`;
}, [size]);
useEffect(() => {
sceneRef.current?.setOn(on);
}, [on]);
const handlePointerMove = (event: PointerEvent<HTMLDivElement>) => {
const host = hostRef.current;
if (!host) return;
const rect = host.getBoundingClientRect();
const x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
const y = ((event.clientY - rect.top) / rect.height) * 2 - 1;
sceneRef.current?.setPointer(clamp(x, -1, 1), clamp(-y, -1, 1));
};
const stageStyle = {
"--glass-toggle-hue": `${clamp(hue, -180, 180)}deg`,
"--glass-toggle-saturation": clamp(saturation, 0, 2),
"--glass-toggle-brightness": clamp(brightness, 0.35, 1.65),
opacity: clamp(opacity, 0.05, 1),
...style,
} as CSSProperties;
return (
<div
ref={hostRef}
className={`glass-toggle${className ? ` ${className}` : ""}`}
data-mode={resolvedMode}
data-state={on ? "on" : "off"}
style={stageStyle}
onPointerMove={handlePointerMove}
onPointerLeave={() => sceneRef.current?.setPointer(0, 0)}
onClick={flip}
>
<canvas ref={canvasRef} className="glass-toggle__canvas" />
<button
ref={switchRef}
type="button"
className="glass-toggle__switch"
role="switch"
aria-checked={on}
aria-label={label}
onClick={(event) => {
/* The whole stage is clickable, so keep the button from toggling twice. */
event.stopPropagation();
flip();
}}
/>
<p className="glass-toggle__caption">
<span>{label}</span>
<b>{on ? "On" : "Off"}</b>
</p>
{supported ? null : (
<p className="glass-toggle__fallback">This variant needs WebGL, which this browser did not provide.</p>
)}
</div>
);
}
/* ===== src/shaders/skeuomorphic-toggle/glassToggleScene.ts (typescript) ===== */
import * as THREE from "three";
import type { ToggleMode } from "./toggleMode";
export type GlassToggleSceneOptions = {
canvas: HTMLCanvasElement;
mode: ToggleMode;
speed: number;
on: boolean;
};
export type GlassToggleScene = {
setMode: (mode: ToggleMode) => void;
setSpeed: (speed: number) => void;
setSize: (size: number) => void;
setOn: (on: boolean) => void;
setPointer: (x: number, y: number) => void;
resize: (width: number, height: number) => void;
/* Pixel footprint of the rendered pill, so the DOM control can sit on it. */
measureSwitch: () => { width: number; height: number };
dispose: () => void;
};
type Palette = {
/* The stage is a flat sweep, so it carries no light of its own. */
backdrop: number;
backdropFloor: number;
shadow: number;
glass: number;
attenuationOff: number;
attenuationOn: number;
knob: number;
knobTransmission: number;
knobEnv: number;
shellEmissive: number;
filamentOn: number;
filamentOff: number;
key: number;
keyIntensity: number;
ambient: number;
/* Studio built into the environment map rather than the backdrop. */
envSkyTop: number;
envSkyBottom: number;
envFloor: number;
envSoftbox: number;
envIntensity: number;
};
const PALETTES: Record<ToggleMode, Palette> = {
light: {
backdrop: 0xe9ecf1,
backdropFloor: 0xdfe3ea,
shadow: 0.3,
glass: 0xf4f8ff,
attenuationOff: 0xdfe8f5,
attenuationOn: 0x2f6bff,
knob: 0xfdfeff,
knobTransmission: 0.78,
knobEnv: 1.3,
shellEmissive: 0.02,
filamentOn: 0x2f6bff,
filamentOff: 0xc4ccd8,
key: 0xffffff,
keyIntensity: 0.18,
ambient: 0.015,
envSkyTop: 0xffffff,
envSkyBottom: 0x9aa4b4,
envFloor: 0x2a3040,
envSoftbox: 0xffffff,
envIntensity: 1.0,
},
dark: {
backdrop: 0x0a0b0f,
backdropFloor: 0x06070a,
shadow: 0.55,
glass: 0xe8eefb,
attenuationOff: 0x7f93b8,
attenuationOn: 0x2f6bff,
knob: 0xf2f6ff,
knobTransmission: 0.58,
knobEnv: 2.3,
shellEmissive: 0.62,
filamentOn: 0x3b7bff,
filamentOff: 0x161a24,
key: 0xd8e4ff,
keyIntensity: 0.12,
ambient: 0.006,
envSkyTop: 0xdde6f5,
envSkyBottom: 0x1a2030,
envFloor: 0x04050a,
envSoftbox: 0xffffff,
envIntensity: 0.9,
},
};
/* Proportioned like a physical switch: the capsule is twice as wide as it is
tall and the knob clears the wall by a constant seat. */
const TRACK_RADIUS = 0.6;
const TRACK_LENGTH = 1.2;
const THUMB_RADIUS = TRACK_RADIUS - 0.225;
const TRAVEL = (TRACK_LENGTH / 2) * 0.8;
const CONTROL_WIDTH = TRACK_LENGTH + TRACK_RADIUS * 2;
/* The pill keeps ~13% of the stage height and never more than 18% of its
width, so all four variants read at the same size in the picker. */
const VIEW_HEIGHT = (TRACK_RADIUS * 2) / 0.13;
const WIDTH_SHARE = 0.18;
function srgb(hex: number) {
return new THREE.Color(hex).convertSRGBToLinear();
}
function hex(value: number) {
return `#${value.toString(16).padStart(6, "0")}`;
}
/* A studio, not a lamp rig — and an HDR one. A canvas environment tops out at
1.0, which is why LDR reflections read as dull grey wash; these softboxes run
12-40x above the sky, so the tone mapper blows them into the hard specular
streaks that make a surface read as glass. Everything reflected comes from
here, which is why the stage behind the control can stay flat. */
type Softbox = {
u: number;
v: number;
halfWidth: number;
halfHeight: number;
intensity: number;
feather: number;
warm: number;
};
const SOFTBOXES: readonly Softbox[] = [
/* Broad key, high and camera-left. */
{ u: 0.3, v: 0.2, halfWidth: 0.155, halfHeight: 0.135, intensity: 19, feather: 0.86, warm: 0.04 },
/* Narrow strip: the hard highlight that runs the length of the shoulder. */
{ u: 0.52, v: 0.115, halfWidth: 0.17, halfHeight: 0.04, intensity: 15, feather: 0.9, warm: 0 },
/* Cool rim from behind camera-right. */
{ u: 0.86, v: 0.31, halfWidth: 0.085, halfHeight: 0.09, intensity: 10, feather: 0.92, warm: -0.06 },
/* Backlight, directly behind the subject at u=0.25. At the silhouette the
reflection vector points straight away from the camera, so this is the
source that draws the clean border all the way round — and it lights the
transmission through the body at the same time. A ring around the horizon
instead reflects onto the equator and paints a bar across the middle. */
{ u: 0.25, v: 0.5, halfWidth: 0.1, halfHeight: 0.2, intensity: 6.5, feather: 0.8, warm: 0 },
/* A small hard source high and camera-left: the crisp catchlight on the
sphere, which a broad softbox alone can never give. */
{ u: 0.95, v: 0.21, halfWidth: 0.028, halfHeight: 0.032, intensity: 70, feather: 0.45, warm: 0.02 },
/* Low bounce so the underside is not dead black. */
{ u: 0.5, v: 0.82, halfWidth: 0.5, halfHeight: 0.22, intensity: 0.5, feather: 1, warm: 0.02 },
];
function smoothFalloff(distance: number, extent: number, feather: number) {
const inner = extent * (1 - feather);
if (distance <= inner) return 1;
if (distance >= extent) return 0;
const t = (distance - inner) / (extent - inner);
return 1 - t * t * (3 - 2 * t);
}
function buildEnvironmentTexture(palette: Palette) {
const width = 512;
const height = 256;
const data = new Float32Array(width * height * 4);
const skyTop = srgb(palette.envSkyTop);
const skyBottom = srgb(palette.envSkyBottom);
const floor = srgb(palette.envFloor);
const box = srgb(palette.envSoftbox);
for (let y = 0; y < height; y += 1) {
/* three's equirect maps texture V=0 to straight *down*, so the rows have
to be walked in reverse for `v` to mean what the softbox list says it
means. Without this the whole studio is upside down and the subject is
lit from the floor. */
const v = 1 - y / (height - 1);
/* Sky above, floor below, blended across a wide band — a hard horizon
reflects as a seam cutting the capsule in half. */
const ground = smoothFalloff(Math.max(0, 0.62 - v), 0.34, 1);
const skyMix = Math.min(1, v / 0.56);
const skyR = skyTop.r + (skyBottom.r - skyTop.r) * skyMix;
const skyG = skyTop.g + (skyBottom.g - skyTop.g) * skyMix;
const skyB = skyTop.b + (skyBottom.b - skyTop.b) * skyMix;
const fade = 1 - Math.max(0, v - 0.62) * 1.1;
const baseR = skyR + (floor.r * fade - skyR) * ground;
const baseG = skyG + (floor.g * fade - skyG) * ground;
const baseB = skyB + (floor.b * fade - skyB) * ground;
for (let x = 0; x < width; x += 1) {
const u = x / (width - 1);
let r = baseR;
let g = baseG;
let b = baseB;
for (const light of SOFTBOXES) {
/* Azimuth wraps, so measure the short way round. */
let du = Math.abs(u - light.u);
if (du > 0.5) du = 1 - du;
const dv = Math.abs(v - light.v);
/* Elliptical, not separable: a product of two 1D falloffs reflects as a
rectangle with visible corners. */
const radial = Math.sqrt(
(du / light.halfWidth) * (du / light.halfWidth)
+ (dv / light.halfHeight) * (dv / light.halfHeight),
);
if (radial >= 1) continue;
const strength = smoothFalloff(radial, 1, light.feather) * light.intensity;
r += box.r * strength * (1 + light.warm);
g += box.g * strength;
b += box.b * strength * (1 - light.warm);
}
const index = (y * width + x) * 4;
data[index] = r;
data[index + 1] = g;
data[index + 2] = b;
data[index + 3] = 1;
}
}
const texture = new THREE.DataTexture(data, width, height, THREE.RGBAFormat, THREE.FloatType);
texture.mapping = THREE.EquirectangularReflectionMapping;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.generateMipmaps = false;
texture.needsUpdate = true;
return texture;
}
/* Micro-surface: real glass is never perfectly smooth, and the tiny variation
is what stops a reflection from reading as a flat gradient. */
function buildMicroTextures() {
const size = 512;
const canvas = document.createElement("canvas");
canvas.width = size;
canvas.height = size;
const ctx = canvas.getContext("2d");
if (!ctx) return null;
const image = ctx.createImageData(size, size);
const height = new Float32Array(size * size);
let seed = 0x9e3779b9;
const random = () => {
seed ^= seed << 13;
seed ^= seed >>> 17;
seed ^= seed << 5;
return ((seed >>> 0) % 100000) / 100000;
};
/* Two octaves of blurred value noise plus a faint polishing grain. */
const coarse = new Float32Array(64 * 64);
for (let i = 0; i < coarse.length; i += 1) coarse[i] = random();
for (let y = 0; y < size; y += 1) {
for (let x = 0; x < size; x += 1) {
const u = (x / size) * 64;
const v = (y / size) * 64;
const x0 = Math.floor(u);
const y0 = Math.floor(v);
const fx = u - x0;
const fy = v - y0;
const sx = fx * fx * (3 - 2 * fx);
const sy = fy * fy * (3 - 2 * fy);
const at = (ax: number, ay: number) => coarse[((ay & 63) * 64) + (ax & 63)];
const a = at(x0, y0);
const b = at(x0 + 1, y0);
const c = at(x0, y0 + 1);
const d = at(x0 + 1, y0 + 1);
const value = (a * (1 - sx) + b * sx) * (1 - sy) + (c * (1 - sx) + d * sx) * sy;
const grain = Math.sin(x * 12.9898 + y * 78.233) * 43758.5453;
height[(y * size) + x] = value * 0.86 + (grain - Math.floor(grain)) * 0.14;
}
}
for (let i = 0; i < height.length; i += 1) {
/* Mostly smooth, with a shallow floor so roughness never reaches zero. */
const value = 168 + height[i] * 78;
image.data[i * 4] = value;
image.data[i * 4 + 1] = value;
image.data[i * 4 + 2] = value;
image.data[i * 4 + 3] = 255;
}
ctx.putImageData(image, 0, 0);
const roughness = new THREE.CanvasTexture(canvas);
roughness.wrapS = THREE.RepeatWrapping;
roughness.wrapT = THREE.RepeatWrapping;
/* Derive a matching normal map so the micro-relief bends highlights too. */
const normalCanvas = document.createElement("canvas");
normalCanvas.width = size;
normalCanvas.height = size;
const normalCtx = normalCanvas.getContext("2d");
if (!normalCtx) return { roughness, normal: null };
const normalImage = normalCtx.createImageData(size, size);
const at = (x: number, y: number) => height[((y + size) % size) * size + ((x + size) % size)];
for (let y = 0; y < size; y += 1) {
for (let x = 0; x < size; x += 1) {
const dx = at(x + 1, y) - at(x - 1, y);
const dy = at(x, y + 1) - at(x, y - 1);
const index = (y * size + x) * 4;
normalImage.data[index] = 128 + dx * 110;
normalImage.data[index + 1] = 128 - dy * 110;
normalImage.data[index + 2] = 255;
normalImage.data[index + 3] = 255;
}
}
normalCtx.putImageData(normalImage, 0, 0);
const normal = new THREE.CanvasTexture(normalCanvas);
normal.wrapS = THREE.RepeatWrapping;
normal.wrapT = THREE.RepeatWrapping;
return { roughness, normal };
}
const BACKDROP_VERTEX = /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
/* Deliberately featureless: a seamless sweep with one contact shadow. All the
detail in the render comes off the environment map. */
const BACKDROP_FRAGMENT = /* glsl */ `
precision highp float;
varying vec2 vUv;
uniform float uAspect;
uniform float uShadow;
uniform vec3 uBackdrop;
uniform vec3 uFloor;
void main() {
vec2 p = vec2((vUv.x - 0.5) * uAspect, vUv.y - 0.5);
vec3 color = mix(uFloor, uBackdrop, smoothstep(-0.42, 0.16, p.y));
/* Contact shadow, baked into the opaque sweep so the glass refracts it. */
vec2 core = (p - vec2(0.0, -0.052)) / vec2(0.148, 0.038);
vec2 spread = (p - vec2(0.0, -0.062)) / vec2(0.28, 0.1);
float occlusion = exp(-dot(core, core) * 0.9) * 0.72 + exp(-dot(spread, spread) * 0.8) * 0.42;
color *= 1.0 - clamp(occlusion, 0.0, 1.0) * uShadow;
/* A dither step wide enough to kill banding on a near-flat sweep. */
float dither = fract(sin(dot(gl_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453);
color += (dither - 0.5) * 0.0035;
gl_FragColor = vec4(color, 1.0);
}
`;
export function createGlassToggleScene({
canvas,
mode,
speed,
on,
}: GlassToggleSceneOptions): GlassToggleScene {
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: false });
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(26, 1, 0.1, 40);
camera.position.set(0, 0.22, 9.4);
camera.lookAt(0, 0, 0);
const pmrem = new THREE.PMREMGenerator(renderer);
pmrem.compileEquirectangularShader();
const backdropUniforms = {
uAspect: { value: 1 },
uShadow: { value: PALETTES[mode].shadow },
uBackdrop: { value: srgb(PALETTES[mode].backdrop) },
uFloor: { value: srgb(PALETTES[mode].backdropFloor) },
};
const backdrop = new THREE.Mesh(
new THREE.PlaneGeometry(1, 1),
new THREE.ShaderMaterial({
uniforms: backdropUniforms,
vertexShader: BACKDROP_VERTEX,
fragmentShader: BACKDROP_FRAGMENT,
depthWrite: false,
}),
);
backdrop.position.z = -3.2;
backdrop.renderOrder = -1;
scene.add(backdrop);
const micro = buildMicroTextures();
const maxAnisotropy = renderer.capabilities.getMaxAnisotropy();
if (micro?.roughness) {
micro.roughness.anisotropy = maxAnisotropy;
micro.roughness.repeat.set(3, 2);
}
if (micro?.normal) {
micro.normal.anisotropy = maxAnisotropy;
micro.normal.repeat.set(3, 2);
}
/* One rig, turned a few degrees so the capsule reads as a solid object. */
const rig = new THREE.Group();
rig.rotation.set(-0.05, 0.13, 0);
scene.add(rig);
const glassMaterial = new THREE.MeshPhysicalMaterial({
color: srgb(PALETTES[mode].glass),
metalness: 0,
roughness: 0.115,
transmission: 1,
ior: 1.62,
clearcoat: 1,
clearcoatRoughness: 0.008,
attenuationColor: srgb(PALETTES[mode].attenuationOff),
attenuationDistance: 6,
envMapIntensity: PALETTES[mode].envIntensity,
specularIntensity: 1,
roughnessMap: micro?.roughness ?? null,
clearcoatNormalMap: micro?.normal ?? null,
clearcoatNormalScale: new THREE.Vector2(0.13, 0.13),
});
/* @types/three 0.149 leaves these out of the parameters interface. */
glassMaterial.thickness = 1.25;
/* A whisper of thin-film so the shoulders pick up colour the way real
coated glass does. */
glassMaterial.iridescence = 0.2;
glassMaterial.iridescenceIOR = 1.3;
glassMaterial.iridescenceThicknessRange = [120, 420];
glassMaterial.emissive = srgb(PALETTES[mode].filamentOn);
glassMaterial.emissiveIntensity = 0;
const track = new THREE.Mesh(
new THREE.CapsuleGeometry(TRACK_RADIUS, TRACK_LENGTH, 64, 192),
glassMaterial,
);
track.rotation.z = Math.PI / 2;
/* Flattened in depth: a switch is a lozenge, not a capsule pill. */
track.scale.set(1, 1, 0.82);
rig.add(track);
/* A slim lit filament lying in the bottom of the trough. It stays opaque so
it reaches the transmission backdrop and the shell actually refracts it. */
const filamentMaterial = new THREE.MeshStandardMaterial({
color: srgb(PALETTES[mode].filamentOff),
emissive: srgb(PALETTES[mode].filamentOn),
emissiveIntensity: on ? 1 : 0,
roughness: 0.34,
metalness: 0,
});
const filament = new THREE.Mesh(
new THREE.CapsuleGeometry(0.105, TRACK_LENGTH + 0.16, 16, 64),
filamentMaterial,
);
filament.rotation.z = Math.PI / 2;
filament.position.set(0, -0.31, -0.04);
rig.add(filament);
/* The knob is a frosted lens standing proud of the capsule, so it refracts
both the sweep behind the stage and the filament inside the trough. */
const knobMaterial = new THREE.MeshPhysicalMaterial({
color: srgb(PALETTES[mode].knob),
metalness: 0,
roughness: 0.125,
transmission: PALETTES[mode].knobTransmission,
ior: 1.47,
clearcoat: 1,
clearcoatRoughness: 0.01,
attenuationColor: srgb(PALETTES[mode].attenuationOff),
attenuationDistance: 3,
envMapIntensity: PALETTES[mode].envIntensity * PALETTES[mode].knobEnv,
roughnessMap: micro?.roughness ?? null,
clearcoatNormalMap: micro?.normal ?? null,
clearcoatNormalScale: new THREE.Vector2(0.1, 0.1),
});
knobMaterial.thickness = 0.62;
knobMaterial.iridescence = 0.12;
knobMaterial.iridescenceIOR = 1.25;
knobMaterial.iridescenceThicknessRange = [100, 380];
const knob = new THREE.Mesh(new THREE.SphereGeometry(THUMB_RADIUS, 160, 96), knobMaterial);
/* Left perfectly spherical — no depth squash. Its equator has to sit at the
shell's front surface (TRACK_RADIUS * the depth flattening): any deeper and
the silhouette is read through the curved wall, which refracts it into an
egg. At the surface the outline is a true circle and the back half still
sits down in the trough. */
knob.position.z = TRACK_RADIUS * 0.82;
rig.add(knob);
/* IBL does nearly all the work; the key is only here to keep a terminator. */
const ambient = new THREE.AmbientLight(srgb(0xffffff), PALETTES[mode].ambient);
scene.add(ambient);
const key = new THREE.DirectionalLight(srgb(PALETTES[mode].key), PALETTES[mode].keyIntensity);
key.position.set(2.2, 3.4, 4);
scene.add(key);
let environmentTarget: THREE.WebGLRenderTarget | null = null;
function applyEnvironment(next: ToggleMode) {
const source = buildEnvironmentTexture(PALETTES[next]);
if (!source) return;
const nextTarget = pmrem.fromEquirectangular(source);
source.dispose();
environmentTarget?.dispose();
environmentTarget = nextTarget;
scene.environment = nextTarget.texture;
}
applyEnvironment(mode);
let currentMode = mode;
let currentSpeed = speed;
let target = on ? 1 : 0;
let progress = target;
let velocity = 0;
let onGlow = target;
const attenuationOffColor = srgb(PALETTES[mode].attenuationOff);
const attenuationOnColor = srgb(PALETTES[mode].attenuationOn);
const filamentOffColor = srgb(PALETTES[mode].filamentOff);
const filamentOnColor = srgb(PALETTES[mode].filamentOn);
const pointer = new THREE.Vector2(0, 0);
const smoothedPointer = new THREE.Vector2(0, 0);
let width = 1;
let height = 1;
let baseDistance = camera.position.z;
let sizeScale = 1;
let disposed = false;
let last = performance.now();
let elapsed = 0;
const reduceMotion = typeof window !== "undefined"
&& window.matchMedia("(prefers-reduced-motion: reduce)").matches;
function applyPalette(next: ToggleMode) {
const palette = PALETTES[next];
backdropUniforms.uBackdrop.value = srgb(palette.backdrop);
backdropUniforms.uFloor.value = srgb(palette.backdropFloor);
backdropUniforms.uShadow.value = palette.shadow;
glassMaterial.color = srgb(palette.glass);
glassMaterial.envMapIntensity = palette.envIntensity;
knobMaterial.color = srgb(palette.knob);
knobMaterial.attenuationColor = srgb(palette.attenuationOff);
knobMaterial.transmission = palette.knobTransmission;
knobMaterial.envMapIntensity = palette.envIntensity * palette.knobEnv;
attenuationOffColor.copy(srgb(palette.attenuationOff));
attenuationOnColor.copy(srgb(palette.attenuationOn));
filamentOffColor.copy(srgb(palette.filamentOff));
filamentOnColor.copy(srgb(palette.filamentOn));
filamentMaterial.emissive = srgb(palette.filamentOn);
glassMaterial.emissive = srgb(palette.filamentOn);
ambient.intensity = palette.ambient;
key.color = srgb(palette.key);
key.intensity = palette.keyIntensity;
applyEnvironment(next);
}
function resize(nextWidth: number, nextHeight: number) {
width = Math.max(1, Math.round(nextWidth));
height = Math.max(1, Math.round(nextHeight));
renderer.setSize(width, height, false);
camera.aspect = width / height;
/* Frame the control identically at every stage size by moving the camera
rather than scaling the meshes — glass thickness is in world units, so a
scaled pill would refract differently at every viewport. */
const halfFov = (camera.fov * Math.PI) / 360;
const visibleHeight = Math.max(VIEW_HEIGHT, CONTROL_WIDTH / (WIDTH_SHARE * camera.aspect)) / sizeScale;
baseDistance = visibleHeight / (2 * Math.tan(halfFov));
camera.position.z = baseDistance;
camera.updateProjectionMatrix();
const backdropHeight = 2 * (baseDistance - backdrop.position.z) * Math.tan(halfFov);
backdrop.scale.set(backdropHeight * camera.aspect * 1.08, backdropHeight * 1.08, 1);
backdropUniforms.uAspect.value = camera.aspect;
}
function measureSwitch() {
const halfWidth = TRACK_LENGTH / 2 + TRACK_RADIUS;
const left = new THREE.Vector3(-halfWidth, 0, 0).project(camera);
const right = new THREE.Vector3(halfWidth, 0, 0).project(camera);
const top = new THREE.Vector3(0, TRACK_RADIUS, 0).project(camera);
const bottom = new THREE.Vector3(0, -TRACK_RADIUS, 0).project(camera);
return {
width: Math.abs(right.x - left.x) * 0.5 * width,
height: Math.abs(top.y - bottom.y) * 0.5 * height,
};
}
function frame(now: number) {
if (disposed) return;
const delta = Math.min(0.05, (now - last) / 1000);
last = now;
elapsed += delta * currentSpeed;
/* Critically damped travel — it arrives without the rubbery overshoot a
spring would give a glass object this heavy-looking. */
const stiffness = reduceMotion ? 400 : 150;
const damping = 2 * Math.sqrt(stiffness);
const step = reduceMotion ? Math.min(delta, 0.016) : delta;
velocity += (target - progress) * stiffness * step - velocity * damping * step;
progress += velocity * step;
onGlow += (target - onGlow) * Math.min(1, delta * 6);
smoothedPointer.lerp(pointer, Math.min(1, delta * 3.2));
knob.position.x = (progress * 2 - 1) * TRAVEL;
knob.rotation.z = -progress * Math.PI * 0.9;
knob.rotation.y = smoothedPointer.x * 0.3;
filamentMaterial.emissiveIntensity = onGlow * (currentMode === "dark" ? 3.2 : 1.4);
filamentMaterial.color.copy(filamentOffColor).lerp(filamentOnColor, onGlow * 0.85);
glassMaterial.attenuationColor.copy(attenuationOffColor).lerp(attenuationOnColor, onGlow);
glassMaterial.attenuationDistance = 6 - onGlow * 4.8;
glassMaterial.emissiveIntensity = onGlow * PALETTES[currentMode].shellEmissive;
camera.position.set(
smoothedPointer.x * 0.5,
0.22 + smoothedPointer.y * 0.32,
baseDistance,
);
camera.lookAt(0, 0, 0);
renderer.render(scene, camera);
window.requestAnimationFrame(frame);
}
window.requestAnimationFrame(frame);
return {
setMode(next) {
if (next === currentMode) return;
currentMode = next;
applyPalette(next);
},
setSpeed(next) {
currentSpeed = next;
},
setSize(next) {
sizeScale = next;
resize(width, height);
},
setOn(next) {
target = next ? 1 : 0;
},
setPointer(x, y) {
pointer.set(x, y);
},
resize,
measureSwitch,
dispose() {
disposed = true;
environmentTarget?.dispose();
pmrem.dispose();
micro?.roughness?.dispose();
micro?.normal?.dispose();
scene.traverse((object) => {
if (!(object instanceof THREE.Mesh)) return;
object.geometry.dispose();
const material = object.material;
if (Array.isArray(material)) material.forEach((entry) => entry.dispose());
else material.dispose();
});
renderer.dispose();
},
};
}
/* ===== src/shaders/skeuomorphic-toggle/glass-toggle.css (css) ===== */
.glass-toggle,
.glass-toggle *,
.glass-toggle *::before,
.glass-toggle *::after {
box-sizing: border-box;
}
.glass-toggle {
--glass-toggle-hue: 0deg;
--glass-toggle-saturation: 1;
--glass-toggle-brightness: 1;
--glass-toggle-stage: #eef1f6;
--glass-toggle-caption: rgba(17, 22, 34, 0.5);
--glass-toggle-caption-on: rgba(17, 22, 34, 0.78);
--glass-toggle-focus: rgba(58, 120, 255, 0.45);
position: relative;
display: block;
width: 100%;
height: 100%;
min-width: 0;
min-height: 0;
overflow: hidden;
isolation: isolate;
container-type: size;
background: var(--glass-toggle-stage);
color-scheme: light;
filter: hue-rotate(var(--glass-toggle-hue)) saturate(var(--glass-toggle-saturation)) brightness(var(--glass-toggle-brightness));
font-family: ui-sans-serif, -apple-system, "SF Pro Text", "Segoe UI", Roboto, "Helvetica Neue", Arial, sans-serif;
cursor: pointer;
-webkit-tap-highlight-color: transparent;
}
.glass-toggle[data-mode="dark"] {
--glass-toggle-stage: #08090d;
--glass-toggle-caption: rgba(233, 238, 250, 0.46);
--glass-toggle-caption-on: rgba(233, 238, 250, 0.82);
--glass-toggle-focus: rgba(122, 168, 255, 0.5);
color-scheme: dark;
}
.glass-toggle__canvas {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
display: block;
}
/* A real control sitting exactly over the rendered pill, so the scene stays
keyboard- and screen-reader-operable. */
.glass-toggle__switch {
position: absolute;
left: 50%;
top: 50%;
width: 200px;
height: 112px;
padding: 0;
border: 0;
border-radius: 999px;
background: transparent;
transform: translate(-50%, -50%);
cursor: pointer;
appearance: none;
}
.glass-toggle__switch:focus-visible {
outline: none;
box-shadow: 0 0 0 4px var(--glass-toggle-focus);
}
.glass-toggle__caption {
position: absolute;
left: 50%;
/* The control keeps 13% of the stage height, so the caption tracks the centre
rather than the floor — otherwise it drifts away in a tall frame. */
top: calc(50% + max(52px, 11cqh));
transform: translateX(-50%);
display: flex;
align-items: baseline;
gap: 0.55em;
margin: 0;
font-size: clamp(11px, 1.9cqw, 14px);
letter-spacing: 0.08em;
text-transform: uppercase;
color: var(--glass-toggle-caption);
transition: color 0.45s ease;
pointer-events: none;
}
.glass-toggle[data-state="on"] .glass-toggle__caption {
color: var(--glass-toggle-caption-on);
}
.glass-toggle__caption b {
font-weight: 500;
}
.glass-toggle__fallback {
position: absolute;
inset: 0;
display: grid;
place-items: center;
padding: 24px;
text-align: center;
font-size: 13px;
line-height: 1.5;
color: var(--glass-toggle-caption);
}
/* ===== src/shaders/skeuomorphic-toggle/ShaderToggle.tsx (tsx) ===== */
import { useCallback, useEffect, useRef, useState, type CSSProperties, type PointerEvent } from "react";
import "./shader-toggle.css";
import { createShaderToggleScene, type ShaderToggleScene } from "./shaderToggleScene";
import { clamp, useToggleMode, type ToggleModePreference } from "./toggleMode";
export type ShaderToggleProps = {
mode?: ToggleModePreference;
defaultOn?: boolean;
label?: string;
speed?: number;
size?: number;
opacity?: number;
hue?: number;
saturation?: number;
brightness?: number;
onChange?: (on: boolean) => void;
className?: string;
style?: CSSProperties;
};
export const SHADER_TOGGLE_DEFAULTS = {
mode: "auto" as ToggleModePreference,
defaultOn: true,
label: "Live Sync",
speed: 1,
size: 1,
opacity: 1,
hue: 0,
saturation: 1,
brightness: 1,
} as const;
export function ShaderToggle({
mode = SHADER_TOGGLE_DEFAULTS.mode,
defaultOn = SHADER_TOGGLE_DEFAULTS.defaultOn,
label = SHADER_TOGGLE_DEFAULTS.label,
speed = SHADER_TOGGLE_DEFAULTS.speed,
size = SHADER_TOGGLE_DEFAULTS.size,
opacity = SHADER_TOGGLE_DEFAULTS.opacity,
hue = SHADER_TOGGLE_DEFAULTS.hue,
saturation = SHADER_TOGGLE_DEFAULTS.saturation,
brightness = SHADER_TOGGLE_DEFAULTS.brightness,
onChange,
className,
style,
}: ShaderToggleProps) {
const resolvedMode = useToggleMode(mode);
const hostRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
const switchRef = useRef<HTMLButtonElement>(null);
const sceneRef = useRef<ShaderToggleScene | null>(null);
const [on, setOn] = useState(defaultOn);
const [supported, setSupported] = useState(true);
const flip = useCallback(() => {
setOn((current) => {
const next = !current;
onChange?.(next);
return next;
});
}, [onChange]);
const syncSwitchFootprint = useCallback(() => {
const control = switchRef.current;
const footprint = sceneRef.current?.measureSwitch();
if (!control || !footprint) return;
control.style.width = `${Math.round(footprint.width)}px`;
control.style.height = `${Math.round(footprint.height)}px`;
}, []);
useEffect(() => {
const host = hostRef.current;
const canvas = canvasRef.current;
if (!host || !canvas) return undefined;
let scene: ShaderToggleScene;
try {
scene = createShaderToggleScene({
canvas,
mode: resolvedMode,
speed,
size: clamp(size, 0.35, 2.5),
on: defaultOn,
});
} catch {
setSupported(false);
return undefined;
}
sceneRef.current = scene;
const observer = new ResizeObserver((entries) => {
const box = entries[0]?.contentRect;
if (!box) return;
scene.resize(box.width, box.height);
syncSwitchFootprint();
});
observer.observe(host);
scene.resize(host.clientWidth, host.clientHeight);
syncSwitchFootprint();
return () => {
observer.disconnect();
scene.dispose();
sceneRef.current = null;
};
/* Built once for the host element; every knob below is pushed in. */
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []);
useEffect(() => {
sceneRef.current?.setMode(resolvedMode);
}, [resolvedMode]);
useEffect(() => {
sceneRef.current?.setSpeed(clamp(speed, 0, 3));
}, [speed]);
useEffect(() => {
sceneRef.current?.setSize(clamp(size, 0.35, 2.5));
syncSwitchFootprint();
}, [size, syncSwitchFootprint]);
useEffect(() => {
sceneRef.current?.setOn(on);
}, [on]);
const handlePointerMove = (event: PointerEvent<HTMLDivElement>) => {
const host = hostRef.current;
if (!host) return;
const rect = host.getBoundingClientRect();
const x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
const y = ((event.clientY - rect.top) / rect.height) * 2 - 1;
sceneRef.current?.setPointer(clamp(x, -1, 1), clamp(-y, -1, 1));
};
const stageStyle = {
"--shader-toggle-hue": `${clamp(hue, -180, 180)}deg`,
"--shader-toggle-saturation": clamp(saturation, 0, 2),
"--shader-toggle-brightness": clamp(brightness, 0.35, 1.65),
opacity: clamp(opacity, 0.05, 1),
...style,
} as CSSProperties;
return (
<div
ref={hostRef}
className={`shader-toggle${className ? ` ${className}` : ""}`}
data-mode={resolvedMode}
data-state={on ? "on" : "off"}
style={stageStyle}
onPointerMove={handlePointerMove}
onPointerLeave={() => sceneRef.current?.setPointer(0, 0)}
onClick={flip}
>
<canvas ref={canvasRef} className="shader-toggle__canvas" />
<button
ref={switchRef}
type="button"
className="shader-toggle__switch"
role="switch"
aria-checked={on}
aria-label={label}
onClick={(event) => {
/* The whole stage is clickable, so keep the button from toggling twice. */
event.stopPropagation();
flip();
}}
/>
<p className="shader-toggle__caption">
<span>{label}</span>
<b>{on ? "On" : "Off"}</b>
</p>
{supported ? null : (
<p className="shader-toggle__fallback">This variant needs WebGL, which this browser did not provide.</p>
)}
</div>
);
}
/* ===== src/shaders/skeuomorphic-toggle/shaderToggleScene.ts (typescript) ===== */
import { buildShaderToggleFragment, SHADER_TOGGLE_VERTEX } from "./shaderToggleGlsl";
import type { ToggleMode } from "./toggleMode";
export type ShaderToggleSceneOptions = {
canvas: HTMLCanvasElement;
mode: ToggleMode;
speed: number;
size: number;
on: boolean;
};
export type ShaderToggleScene = {
setMode: (mode: ToggleMode) => void;
setSpeed: (speed: number) => void;
setSize: (size: number) => void;
setOn: (on: boolean) => void;
setPointer: (x: number, y: number) => void;
resize: (width: number, height: number) => void;
/* CSS-pixel footprint of the drawn capsule, so the DOM control matches it. */
measureSwitch: () => { width: number; height: number };
dispose: () => void;
};
/* Control-space constants, shared with the fragment shader. */
const TRACK_HALF_LENGTH = 1.35;
const TRACK_RADIUS = 1;
const HEIGHT_SHARE = 0.13;
const WIDTH_SHARE = 0.18;
function compile(gl: WebGLRenderingContext, type: number, source: string) {
const shader = gl.createShader(type);
if (!shader) throw new Error("Shader could not be created.");
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const log = gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
throw new Error(`Shader failed to compile: ${log ?? "unknown error"}`);
}
return shader;
}
export function createShaderToggleScene({
canvas,
mode,
speed,
size,
on,
}: ShaderToggleSceneOptions): ShaderToggleScene {
const context = canvas.getContext("webgl", { antialias: true, alpha: false })
?? canvas.getContext("experimental-webgl", { antialias: true, alpha: false });
if (!context) throw new Error("WebGL is unavailable.");
const gl = context as WebGLRenderingContext;
/* Derivatives give the distance fields a one-pixel edge at any scale; the
shader falls back to a fixed width when the extension is absent. */
const hasDerivatives = Boolean(gl.getExtension("OES_standard_derivatives"));
const program = gl.createProgram();
if (!program) throw new Error("Program could not be created.");
const vertex = compile(gl, gl.VERTEX_SHADER, SHADER_TOGGLE_VERTEX);
const fragment = compile(gl, gl.FRAGMENT_SHADER, buildShaderToggleFragment(hasDerivatives));
gl.attachShader(program, vertex);
gl.attachShader(program, fragment);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const log = gl.getProgramInfoLog(program);
throw new Error(`Program failed to link: ${log ?? "unknown error"}`);
}
gl.deleteShader(vertex);
gl.deleteShader(fragment);
gl.useProgram(program);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
const position = gl.getAttribLocation(program, "aPosition");
gl.enableVertexAttribArray(position);
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
const uniforms = {
res: gl.getUniformLocation(program, "uRes"),
unit: gl.getUniformLocation(program, "uUnit"),
time: gl.getUniformLocation(program, "uTime"),
on: gl.getUniformLocation(program, "uOn"),
progress: gl.getUniformLocation(program, "uProgress"),
mode: gl.getUniformLocation(program, "uMode"),
pointer: gl.getUniformLocation(program, "uPointer"),
};
const pixelRatio = Math.min(typeof window === "undefined" ? 1 : window.devicePixelRatio || 1, 2);
const reduceMotion = typeof window !== "undefined"
&& window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let width = 1;
let height = 1;
let unit = 1;
let sizeScale = size;
let currentMode = mode;
let currentSpeed = speed;
let target = on ? 1 : 0;
let progress = target;
let velocity = 0;
let glow = target;
let pointerX = 0;
let pointerY = 0;
let smoothX = 0;
let smoothY = 0;
let elapsed = 0;
let last = typeof performance === "undefined" ? 0 : performance.now();
let disposed = false;
let handle = 0;
function layout() {
/* The capsule keeps ~13% of the stage height and never spills past 18% of
its width, so all four variants read at the same size in the picker. */
unit = Math.min(
(height * HEIGHT_SHARE) / (TRACK_RADIUS * 2),
(width * WIDTH_SHARE) / ((TRACK_HALF_LENGTH + TRACK_RADIUS) * 2),
) * sizeScale;
}
function resize(nextWidth: number, nextHeight: number) {
width = Math.max(1, Math.round(nextWidth));
height = Math.max(1, Math.round(nextHeight));
canvas.width = Math.round(width * pixelRatio);
canvas.height = Math.round(height * pixelRatio);
canvas.style.width = `${width}px`;
canvas.style.height = `${height}px`;
gl.viewport(0, 0, canvas.width, canvas.height);
layout();
}
function measureSwitch() {
return {
width: unit * (TRACK_HALF_LENGTH + TRACK_RADIUS) * 2,
height: unit * TRACK_RADIUS * 2,
};
}
function frame(now: number) {
if (disposed) return;
const delta = Math.min(0.05, (now - last) / 1000);
last = now;
elapsed += delta * currentSpeed;
const stiffness = reduceMotion ? 420 : 165;
const damping = 2 * Math.sqrt(stiffness);
const step = reduceMotion ? Math.min(delta, 0.016) : delta;
velocity += (target - progress) * stiffness * step - velocity * damping * step;
progress += velocity * step;
glow += (target - glow) * Math.min(1, delta * 5.5);
smoothX += (pointerX - smoothX) * Math.min(1, delta * 3.4);
smoothY += (pointerY - smoothY) * Math.min(1, delta * 3.4);
gl.uniform2f(uniforms.res, canvas.width, canvas.height);
gl.uniform1f(uniforms.unit, unit * pixelRatio);
gl.uniform1f(uniforms.time, elapsed);
gl.uniform1f(uniforms.on, glow);
gl.uniform1f(uniforms.progress, progress);
gl.uniform1f(uniforms.mode, currentMode === "dark" ? 1 : 0);
gl.uniform2f(uniforms.pointer, smoothX, smoothY);
gl.drawArrays(gl.TRIANGLES, 0, 3);
handle = window.requestAnimationFrame(frame);
}
handle = window.requestAnimationFrame(frame);
return {
setMode(next) {
currentMode = next;
},
setSpeed(next) {
currentSpeed = next;
},
setSize(next) {
sizeScale = next;
layout();
},
setOn(next) {
target = next ? 1 : 0;
},
setPointer(x, y) {
pointerX = x;
pointerY = y;
},
resize,
measureSwitch,
dispose() {
disposed = true;
window.cancelAnimationFrame(handle);
gl.deleteBuffer(buffer);
gl.deleteProgram(program);
/* Never force a context loss here: React remounts this effect on the same
canvas in StrictMode, and a lost context can never be re-acquired. */
},
};
}
/* ===== src/shaders/skeuomorphic-toggle/shaderToggleGlsl.ts (typescript) ===== */
export const SHADER_TOGGLE_VERTEX = `
attribute vec2 aPosition;
void main() {
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`;
/* One fragment shader draws the whole control. Every edge is antialiased from
the screen-space derivative of its own distance field rather than a fixed
smoothstep, so the borders stay one pixel crisp at any size — a constant
width blurs the rim as soon as the control is scaled up. */
const SHADER_TOGGLE_FRAGMENT_BODY = `
precision highp float;
uniform vec2 uRes;
uniform float uUnit;
uniform float uTime;
uniform float uOn;
uniform float uProgress;
uniform float uMode;
uniform vec2 uPointer;
const float R = 1.0;
const float L = 1.35;
const float TH = 0.78;
const float PI = 3.14159265359;
float hash11(float n) {
return fract(sin(n * 127.1) * 43758.5453123);
}
vec2 hash21(float n) {
return fract(sin(vec2(n * 127.1, n * 311.7)) * 43758.5453123);
}
/* Screen-space hash. Feeding raw gl_FragCoord into a sin-based hash runs out of
float precision at 1080p and bands into visible diagonal wedges, so wrap the
coordinate into a small range first. */
float hash22(vec2 co) {
return fract(sin(dot(mod(co, 512.0), vec2(12.9898, 78.233))) * 43758.5453123);
}
float valueNoise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f);
float a = hash11(i.x + i.y * 57.0);
float b = hash11(i.x + 1.0 + i.y * 57.0);
float c = hash11(i.x + (i.y + 1.0) * 57.0);
float d = hash11(i.x + 1.0 + (i.y + 1.0) * 57.0);
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < 5; i++) {
value += amplitude * valueNoise(p);
p = p * 2.03 + 11.3;
amplitude *= 0.5;
}
return value;
}
/* Ridged noise reads as filament rather than cloud — it is what gives the
trough its threaded, fibrous look instead of a soft blur. */
float ridged(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < 4; i++) {
float n = 1.0 - abs(valueNoise(p) * 2.0 - 1.0);
value += amplitude * n * n;
p = p * 2.11 + 7.7;
amplitude *= 0.5;
}
return value;
}
/* Two rounds of domain warping. One fbm on its own drifts; warping it by
another turns the flow into curling filaments that read as real motion. */
vec2 warp(vec2 p, float t) {
vec2 q = vec2(fbm(p + vec2(0.0, t * 0.12)), fbm(p + vec2(5.2, 1.3) - t * 0.09));
vec2 r = vec2(fbm(p + 3.4 * q + vec2(1.7, 9.2)), fbm(p + 3.4 * q + vec2(8.3, 2.8)));
return p + 0.42 * r;
}
float sdCapsule(vec2 p, float halfLength, float radius) {
p.x -= clamp(p.x, -halfLength, halfLength);
return length(p) - radius;
}
float fw(float d) {
#ifdef HAS_DERIVATIVES
return max(fwidth(d), 1e-5);
#else
return 1.6 / uUnit;
#endif
}
/* Filled side of a distance field, one pixel of coverage at the boundary. */
float fill(float d) {
float w = fw(d) * 0.72;
return smoothstep(w, -w, d);
}
/* A stroke centred on the isoline, measured in control-space units. */
float stroke(float d, float halfWidth) {
float w = fw(d) * 0.8;
return smoothstep(halfWidth + w, halfWidth - w, abs(d));
}
float capsuleHalo(vec2 p, float spread) {
return exp(-max(0.0, sdCapsule(p, L, R)) * spread);
}
void main() {
vec2 frag = gl_FragCoord.xy - 0.5 * uRes;
vec2 p = frag / uUnit;
vec2 screen = frag / max(uRes.x, uRes.y);
float dark = uMode;
float energy = mix(0.16, 1.0, uOn);
vec3 accent = mix(vec3(0.09, 0.32, 0.95), vec3(0.24, 0.55, 1.0), dark);
vec3 accentWarm = mix(vec3(0.55, 0.18, 0.86), vec3(0.62, 0.32, 1.0), dark);
vec3 accentCool = mix(vec3(0.06, 0.62, 0.92), vec3(0.36, 0.86, 1.0), dark);
vec3 sparkColor = mix(vec3(0.15, 0.62, 0.98), vec3(0.55, 0.86, 1.0), dark);
vec3 dormant = mix(vec3(0.66, 0.69, 0.75), vec3(0.16, 0.19, 0.25), dark);
/* Stage. */
vec3 skyTop = mix(vec3(0.965, 0.972, 0.984), vec3(0.055, 0.062, 0.086), dark);
vec3 skyBottom = mix(vec3(0.886, 0.906, 0.941), vec3(0.016, 0.019, 0.031), dark);
vec3 color = mix(skyBottom, skyTop, smoothstep(-0.55, 0.55, screen.y));
/* A faint dot lattice keeps the empty stage from reading as flat paint. */
vec2 lattice = fract(p * 1.8) - 0.5;
float dots = smoothstep(0.09, 0.02, length(lattice));
color += dots * mix(-0.05, 0.05, dark) * mix(vec3(0.32, 0.4, 0.62), accent, dark);
/* Bloom, one exponential per channel for a touch of chromatic spread. */
float haloR = capsuleHalo(p * 0.985, 1.35);
float haloG = capsuleHalo(p, 1.5);
float haloB = capsuleHalo(p * 1.015, 1.65);
vec3 halo = vec3(haloR, haloG, haloB) * mix(accent, accentWarm, 0.35);
color += halo * energy * mix(0.045, 0.3, dark);
float d = sdCapsule(p, L, R);
float inside = fill(d);
/* ---- Trough interior ---------------------------------------------- */
vec2 flowP = vec2(p.x * 0.72 - uTime * 0.3, p.y * 1.25);
vec2 w = warp(flowP, uTime);
float plasma = fbm(w * 1.5);
float threads = ridged(vec2(w.x * 2.2, w.y * 3.4 + uTime * 0.16));
/* Brushed striations along the travel axis. */
float brushed = 0.5 + 0.5 * sin(p.y * 74.0 + fbm(w * 3.0) * 9.0);
brushed *= 0.5 + 0.5 * valueNoise(vec2(p.x * 26.0, p.y * 4.0));
/* Interference bands, following the warp so they curve with the flow. */
float caustic = pow(abs(sin(w.x * 3.6 - uTime * 1.5 + threads * 2.4)), 9.0);
/* A micro lattice the light catches, crisp because it is derivative-AA'd. */
vec2 cell = fract(p * vec2(22.0, 19.0)) - 0.5;
float micro = stroke(length(cell) - 0.2, 0.035);
/* A travelling charge front. */
float streak = pow(max(0.0, sin(p.x * 2.1 - uTime * 2.6 + plasma * 3.4)), 7.0);
vec3 interior = mix(dormant, mix(accent, accentWarm, plasma * 0.42), uOn);
interior *= mix(0.24, 0.86, plasma) * energy;
interior += mix(accentCool, vec3(1.0), 0.25) * threads * threads * uOn * 0.15;
interior += mix(accent, vec3(1.0), 0.35) * caustic * uOn * 0.2;
interior += accentCool * micro * mix(0.018, 0.05, dark) * energy;
interior *= 0.82 + 0.18 * brushed;
interior += mix(accent, vec3(1.0), 0.35) * streak * uOn * 0.34;
/* Powered down still has to read as a slot, not a hole — on a light stage an
unlit trough at the on-state's exposure goes nearly black. */
vec3 restColor = dormant * mix(0.6, 0.2, dark) * (0.72 + 0.4 * plasma);
restColor += accentCool * micro * mix(0.02, 0.045, dark);
restColor *= 0.88 + 0.12 * brushed;
interior = mix(restColor, interior, uOn);
/* Inner shading: the capsule is still a physical trough. */
float trough = smoothstep(-R, R * 0.35, p.y);
interior *= mix(0.42, 1.2, trough);
color = mix(color, interior, inside);
/* ---- Borders ------------------------------------------------------- */
/* A hairline seat just outside the wall reads as the shadow the rim casts. */
color *= 1.0 - stroke(d - 0.028, 0.026) * mix(0.16, 0.3, dark);
/* The lit rim itself: one crisp stroke on the boundary. */
vec3 rimColor = mix(accent, vec3(1.0), mix(0.5, 0.28, dark));
color += rimColor * stroke(d, 0.013) * mix(0.34, 0.66, dark) * energy;
/* An inner bevel a hair inside the wall, brightest along the top shoulder. */
float bevel = stroke(d + 0.062, 0.02) * smoothstep(-0.35, 0.85, p.y / R);
color += mix(accentCool, vec3(1.0), 0.5) * bevel * mix(0.2, 0.34, dark) * energy;
/* Soft glow bleeding inward from the wall. */
color += rimColor * exp(-abs(d) * 18.0) * mix(0.06, 0.13, dark) * energy * inside;
/* ---- Sparks -------------------------------------------------------- */
/* A dense fine mist rather than a handful of blobs. Phase and lane come from
independent hashes — sharing one makes the field collapse into a visible
lattice — and each mote carries its own size, speed and brightness so the
drift never reads as one animated sheet. */
vec3 sparks = vec3(0.0);
for (int i = 0; i < 64; i++) {
float fi = float(i);
vec2 h = hash21(fi + 3.7);
float phase = hash11(fi * 7.13 + 1.7);
float weight = hash11(fi * 3.31 + 5.9);
float life = fract(uTime * (0.2 + h.x * 0.42) * mix(0.35, 1.0, uOn) + phase);
float x = mix(-L - R * 0.55, L + R * 0.55, life);
float y = (h.y - 0.5) * 1.52 * (0.32 + 0.68 * sin(life * PI)) + sin(life * 6.4 + fi) * 0.06;
vec2 sp = p - vec2(x, y);
/* Stretch along travel so each one carries a comet tail. */
sp.x *= 0.45;
float fade = sin(life * PI);
/* Tight kernels: the big ones were reading as glowing pills. */
float grain = 1500.0 + 5200.0 * weight;
float core = exp(-dot(sp, sp) * grain * 3.0);
float tail = exp(-dot(sp, sp) * grain);
float brightness = 0.35 + 0.65 * weight;
sparks += mix(sparkColor, vec3(1.0), 0.6 * fade) * (tail * 0.55 + core) * fade * brightness;
}
color += sparks * mix(0.3, 1.15, uOn) * mix(0.85, 1.15, dark) * inside;
/* ---- Thumb --------------------------------------------------------- */
float thumbX = mix(-L, L, uProgress);
vec2 tp = p - vec2(thumbX, 0.0);
float td = length(tp) - TH;
float thumbIn = fill(td);
vec2 disc = tp / TH;
float discLength = min(1.0, length(disc));
vec3 normal = normalize(vec3(disc, sqrt(max(1e-4, 1.0 - discLength * discLength))));
/* Micro relief on the shell, sampled in the sphere's own frame so it wraps
with the surface instead of sliding across it. */
vec2 shellUv = vec2(atan(normal.y, normal.x) * 1.6, normal.z * 2.4);
float relief = valueNoise(shellUv * 15.0) * 0.6 + valueNoise(shellUv * 41.0) * 0.4;
vec3 bumped = normalize(normal + vec3((relief - 0.5) * 0.035, (relief - 0.5) * 0.035, 0.0));
vec3 light = normalize(vec3(-0.42 + uPointer.x * 0.35, 0.58 + uPointer.y * 0.35, 0.8));
/* A cool fill from the opposite side, and a rim from behind: one lamp on a
sphere gives a flat coin, three give it form. */
vec3 fillDir = normalize(vec3(0.62, -0.28, 0.55));
vec3 rimDir = normalize(vec3(0.34, 0.5, -0.72));
float diffuse = max(0.0, dot(bumped, light));
float specular = pow(max(0.0, dot(reflect(-light, bumped), vec3(0.0, 0.0, 1.0))), 120.0);
/* A second, stretched lobe: the brushed anisotropic streak. */
vec3 stretched = normalize(vec3(bumped.x * 0.28, bumped.y, bumped.z));
float sheen = pow(max(0.0, dot(reflect(-light, stretched), vec3(0.0, 0.0, 1.0))), 16.0);
float fillTerm = max(0.0, dot(bumped, fillDir));
float rimTerm = pow(max(0.0, dot(bumped, rimDir)), 2.2) * pow(1.0 - max(0.0, normal.z), 1.6);
float fresnel = pow(1.0 - max(0.0, normal.z), 2.6);
vec3 thumbBase = mix(vec3(0.96, 0.97, 0.99), vec3(0.78, 0.82, 0.9), dark);
vec3 thumbColor = thumbBase * (0.17 + 0.86 * diffuse * diffuse);
thumbColor += thumbBase * mix(accentCool, vec3(1.0), 0.35) * fillTerm * 0.3;
thumbColor += mix(accentCool, vec3(1.0), 0.5) * rimTerm * mix(0.3, 0.55, dark);
thumbColor *= 0.975 + 0.05 * relief;
thumbColor += mix(accent, accentWarm, 0.4) * fresnel * mix(0.34, 0.6, dark) * energy;
thumbColor += vec3(1.0) * specular * 1.6;
thumbColor += mix(vec3(1.0), accentCool, 0.35) * sheen * 0.13;
thumbColor += mix(accent, accentWarm, 0.6) * uOn * 0.1;
/* Roll the highlights off instead of letting them clip — a clipped sphere
reads as a white sticker rather than a lit object. */
/* Bounce off the lit trough onto the underside. */
thumbColor += accentCool * smoothstep(0.2, -0.9, disc.y) * uOn * mix(0.1, 0.16, dark);
thumbColor = thumbColor / (1.0 + thumbColor * 0.22);
/* Contact shadow under the thumb. */
float contact = exp(-dot(tp * vec2(0.8, 1.6), tp * vec2(0.8, 1.6)) * 1.9);
color *= 1.0 - contact * 0.42 * inside;
color = mix(color, thumbColor, thumbIn);
/* Crisp terminator ring so the thumb keeps a defined edge. */
color += mix(vec3(1.0), accentCool, 0.4) * stroke(td, 0.01) * mix(0.15, 0.26, dark);
color += mix(accent, accentWarm, 0.35) * exp(-max(0.0, td) * 7.0) * uOn * 0.22 * inside;
/* ---- Grade --------------------------------------------------------- */
color *= mix(0.86, 1.0, smoothstep(1.0, 0.2, length(screen * vec2(1.0, 1.25))));
float grain = hash22(gl_FragCoord.xy + vec2(mod(uTime * 61.0, 512.0), mod(uTime * 37.0, 512.0)));
color += (grain - 0.5) * mix(0.014, 0.03, dark);
gl_FragColor = vec4(max(color, 0.0), 1.0);
}
`;
export function buildShaderToggleFragment(hasDerivatives: boolean) {
/* The extension pragma has to lead the source, before any other directive. */
const prefix = hasDerivatives
? "#extension GL_OES_standard_derivatives : enablen#define HAS_DERIVATIVESn"
: "";
return prefix + SHADER_TOGGLE_FRAGMENT_BODY;
}
/* ===== src/shaders/skeuomorphic-toggle/shader-toggle.css (css) ===== */
.shader-toggle,
.shader-toggle *,
.shader-toggle *::before,
.shader-toggle *::after {
box-sizing: border-box;
}
.shader-toggle {
--shader-toggle-hue: 0deg;
--shader-toggle-saturation: 1;
--shader-toggle-brightness: 1;
--shader-toggle-stage: #f4f6fa;
--shader-toggle-caption: rgba(17, 22, 34, 0.5);
--shader-toggle-caption-on: rgba(17, 22, 34, 0.78);
--shader-toggle-focus: rgba(58, 120, 255, 0.45);
position: relative;
display: block;
width: 100%;
height: 100%;
min-width: 0;
min-height: 0;
overflow: hidden;
isolation: isolate;
container-type: size;
background: var(--shader-toggle-stage);
color-scheme: light;
filter: hue-rotate(var(--shader-toggle-hue)) saturate(var(--shader-toggle-saturation)) brightness(var(--shader-toggle-brightness));
font-family: ui-sans-serif, -apple-system, "SF Pro Text", "Segoe UI", Roboto, "Helvetica Neue", Arial, sans-serif;
cursor: pointer;
-webkit-tap-highlight-color: transparent;
}
.shader-toggle[data-mode="dark"] {
--shader-toggle-stage: #06070b;
--shader-toggle-caption: rgba(233, 238, 250, 0.46);
--shader-toggle-caption-on: rgba(233, 238, 250, 0.82);
--shader-toggle-focus: rgba(122, 168, 255, 0.5);
color-scheme: dark;
}
.shader-toggle__canvas {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
display: block;
}
/* A real control sitting exactly over the drawn capsule, so the scene stays
keyboard- and screen-reader-operable. */
.shader-toggle__switch {
position: absolute;
left: 50%;
top: 50%;
width: 200px;
height: 112px;
padding: 0;
border: 0;
border-radius: 999px;
background: transparent;
transform: translate(-50%, -50%);
cursor: pointer;
appearance: none;
}
.shader-toggle__switch:focus-visible {
outline: none;
box-shadow: 0 0 0 4px var(--shader-toggle-focus);
}
.shader-toggle__caption {
position: absolute;
left: 50%;
/* The control keeps 13% of the stage height, so the caption tracks the centre
rather than the floor — otherwise it drifts away in a tall frame. */
top: calc(50% + max(52px, 11cqh));
transform: translateX(-50%);
display: flex;
align-items: baseline;
gap: 0.55em;
margin: 0;
font-size: clamp(11px, 1.9cqw, 14px);
letter-spacing: 0.08em;
text-transform: uppercase;
color: var(--shader-toggle-caption);
transition: color 0.45s ease;
pointer-events: none;
}
.shader-toggle[data-state="on"] .shader-toggle__caption {
color: var(--shader-toggle-caption-on);
}
.shader-toggle__caption b {
font-weight: 500;
}
.shader-toggle__fallback {
position: absolute;
inset: 0;
display: grid;
place-items: center;
padding: 24px;
text-align: center;
font-size: 13px;
line-height: 1.5;
color: var(--shader-toggle-caption);
}
/* ===== src/shaders/skeuomorphic-toggle/toggleMode.ts (typescript) ===== */
import { useEffect, useState } from "react";
export type ToggleMode = "dark" | "light";
export type ToggleModePreference = ToggleMode | "auto";
export function readAutomaticToggleMode(): ToggleMode {
if (typeof document === "undefined" || typeof window === "undefined") return "dark";
const root = document.documentElement;
const declared = root.dataset.theme ?? root.dataset.scheme;
if (declared === "light" || declared === "dark") return declared;
if (root.classList.contains("light")) return "light";
if (root.classList.contains("dark")) return "dark";
return window.matchMedia("(prefers-color-scheme: dark)").matches ? "dark" : "light";
}
/* Mirrors the packaged export's automatic appearance: the site's own
data-theme/data-scheme attribute wins, then the system preference. */
export function useToggleMode(preference: ToggleModePreference): ToggleMode {
const enabled = preference === "auto";
const [automatic, setAutomatic] = useState<ToggleMode>(readAutomaticToggleMode);
useEffect(() => {
if (!enabled || typeof document === "undefined" || typeof window === "undefined") return undefined;
const media = window.matchMedia("(prefers-color-scheme: dark)");
const update = () => setAutomatic(readAutomaticToggleMode());
const observer = new MutationObserver(update);
observer.observe(document.documentElement, {
attributes: true,
attributeFilter: ["class", "data-scheme", "data-theme"],
});
media.addEventListener("change", update);
update();
return () => {
observer.disconnect();
media.removeEventListener("change", update);
};
}, [enabled]);
if (preference === "light" || preference === "dark") return preference;
return automatic;
}
export function clamp(value: number, minimum: number, maximum: number) {
return Math.min(maximum, Math.max(minimum, value));
}
/* ===== src/shaders/neuform-isolated/sources/skeuomorphic-toggle.html (html) ===== */
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Skeuomorphic Toggle UI - Blue Remix</title>
<script src="https://cdn.tailwindcss.com"></script>
<script src="https://code.iconify.design/iconify-icon/1.0.7/iconify-icon.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.12.2/gsap.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.12.2/ScrollTrigger.min.js"></script>
</head>
<body class="bg-slate-50 flex items-center justify-center min-h-screen p-4 antialiased" style="background-image: linear-gradient(to right, #e2e8f0 1px, transparent 1px), linear-gradient(to bottom, #e2e8f0 1px, transparent 1px); background-size: 120px 120px; background-position: center center;">
<!-- Card Container with Premium Gradient Border -->
<div id="toggle-card" class="relative rounded-[2rem] w-full max-w-[380px] shadow-[0_25px_50px_-12px_rgba(15,23,42,0.12)] p-[1px] bg-gradient-to-b from-slate-200/80 via-slate-100/50 to-slate-50/20 z-10">
<div class="bg-white rounded-[calc(2rem-1px)] w-full h-full overflow-hidden flex flex-col relative">
<!-- Top Section: 3D Environment -->
<div class="relative h-64 w-full flex items-center justify-center overflow-hidden" style="background: radial-gradient(circle at 50% 50%, #f0f7ff 0%, #ffffff 80%);">
<!-- Light Rays -->
<div class="absolute inset-0 pointer-events-none opacity-40" style="background: repeating-conic-gradient(from 0deg at 50% -10%, rgba(59, 130, 246, 0.04) 0deg, transparent 4deg, transparent 8deg, rgba(59, 130, 246, 0.04) 12deg);"></div>
<!-- Soft Overlay Shadows -->
<div class="absolute inset-0 pointer-events-none" style="box-shadow: inset 0 20px 40px -10px rgba(0,0,0,0.04), inset 0 -20px 40px -10px rgba(59, 130, 246, 0.05);"></div>
<!-- Simulated WebGL Waves / Ripples -->
<div class="absolute inset-0 flex items-center justify-center pointer-events-none">
<!-- Ambient Wave Base -->
<div class="absolute bottom-0 w-full h-32" style="background: radial-gradient(ellipse at 50% 100%, rgba(59, 130, 246, 0.08) 0%, transparent 70%);"></div>
<!-- Outer Ripple -->
<div class="absolute w-[320px] h-[160px] rounded-[80px]" style="border: 1px solid rgba(96, 165, 250, 0.05); box-shadow: 0 0 30px rgba(96, 165, 250, 0.06), inset 0 0 20px rgba(96, 165, 250, 0.03);"></div>
<!-- Middle Ripple -->
<div class="absolute w-[260px] h-[120px] rounded-[60px]" style="border: 1px solid rgba(96, 165, 250, 0.12); box-shadow: 0 0 20px rgba(96, 165, 250, 0.1), inset 0 0 15px rgba(96, 165, 250, 0.05);"></div>
<!-- Inner Ripple -->
<div class="absolute w-[220px] h-[90px] rounded-[45px]" style="border: 1px solid rgba(96, 165, 250, 0.2); box-shadow: 0 0 15px rgba(96, 165, 250, 0.18), inset 0 0 10px rgba(96, 165, 250, 0.1);"></div>
</div>
<!-- Dotted Pattern Arc -->
<div class="absolute top-1/2 left-1/2 -translate-x-1/2 -translate-y-1/2 w-[180px] h-[120px] pointer-events-none" style="mask-image: radial-gradient(circle at bottom, transparent 50px, black 51px); -webkit-mask-image: radial-gradient(circle at bottom, transparent 50px, black 51px);">
<div class="w-full h-full opacity-40" style="background-image: radial-gradient(rgba(59, 130, 246, 0.7) 1.5px, transparent 1.5px); background-size: 8px 8px; mask-image: linear-gradient(to bottom, black, transparent); -webkit-mask-image: linear-gradient(to bottom, black, transparent);"></div>
</div>
<!-- Skeuomorphic Toggle Control -->
<div id="skeuomorphic-toggle" role="switch" aria-checked="true" tabindex="0" class="relative z-10 w-48 h-16 rounded-full p-1.5 cursor-pointer select-none" style="background: repeating-linear-gradient(90deg, transparent, transparent 2px, rgba(0,0,0,0.02) 2px, rgba(0,0,0,0.02) 4px), linear-gradient(180deg, #dbeafe 0%, #93c5fd 100%); box-shadow: inset 0 4px 8px rgba(0,0,0,0.1), inset 0 -2px 4px rgba(255,255,255,0.7), 0 0 0 6px rgba(239, 246, 255, 0.8), 0 0 25px 5px rgba(96, 165, 250, 0.4); border: 1px solid #60a5fa; transition: background 0.35s ease, box-shadow 0.35s ease, border-color 0.35s ease;">
<div id="skeuomorphic-thumb" class="absolute top-1.5 left-1.5 w-[116px] h-[calc(100%-0.75rem)] rounded-full flex items-center justify-center" style="background: linear-gradient(180deg, #ffffff 0%, #f4f8ff 100%); box-shadow: 0 10px 20px -4px rgba(37, 99, 235, 0.3), 0 4px 6px -2px rgba(0,0,0,0.04), inset 0 3px 4px rgba(255,255,255,1), inset 0 -2px 4px rgba(96, 165, 250, 0.2); border: 1px solid #e0edfa; transform: translateX(64px); transition: transform 0.35s cubic-bezier(0.22, 1, 0.36, 1), box-shadow 0.35s ease;">
<span class="text-sm font-normal text-slate-800 tracking-wide" style="text-shadow: 0 1px 1px rgba(255,255,255,0.9); transition: color 0.35s ease, opacity 0.35s ease;">Live Sync</span>
</div>
</div>
</div>
<!-- Bottom Section: Content -->
<div class="p-7 pb-9 bg-white z-20 relative">
<!-- Icon -->
<div class="w-8 h-8 rounded-[0.6rem] mb-4 flex items-center justify-center" style="background: linear-gradient(135deg, #60a5fa 0%, #2563eb 100%); box-shadow: inset 0 2px 2px rgba(255,255,255,0.3), inset 0 -2px 4px rgba(0,0,0,0.1), 0 4px 8px -2px rgba(37, 99, 235, 0.4); border: 1px solid #1d4ed8;">
<iconify-icon icon="solar:server-square-linear" class="text-white text-base" style="filter: drop-shadow(0 1px 1px rgba(0,0,0,0.2));"></iconify-icon>
</div>
<!-- Text -->
<h2 class="text-xl font-normal tracking-tight text-slate-900 mb-1.5 mask-reveal">Real-time Updates</h2>
<p class="text-sm text-slate-500 leading-relaxed mask-reveal">Seamless background integration keeps everything current.</p>
</div>
</div>
</div>
<script>
(function () {
var toggle = document.getElementById('skeuomorphic-toggle');
var thumb = document.getElementById('skeuomorphic-thumb');
var label = thumb && thumb.querySelector('span');
if (!toggle || !thumb) return;
var ON_BG = 'repeating-linear-gradient(90deg, transparent, transparent 2px, rgba(0,0,0,0.02) 2px, rgba(0,0,0,0.02) 4px), linear-gradient(180deg, #dbeafe 0%, #93c5fd 100%)';
var OFF_BG = 'repeating-linear-gradient(90deg, transparent, transparent 2px, rgba(0,0,0,0.03) 2px, rgba(0,0,0,0.03) 4px), linear-gradient(180deg, #e2e8f0 0%, #cbd5e1 100%)';
var ON_SHADOW = 'inset 0 4px 8px rgba(0,0,0,0.1), inset 0 -2px 4px rgba(255,255,255,0.7), 0 0 0 6px rgba(239, 246, 255, 0.8), 0 0 25px 5px rgba(96, 165, 250, 0.4)';
var OFF_SHADOW = 'inset 0 4px 8px rgba(0,0,0,0.12), inset 0 -2px 4px rgba(255,255,255,0.55), 0 0 0 6px rgba(241, 245, 249, 0.9), 0 0 18px 2px rgba(148, 163, 184, 0.25)';
var ON_BORDER = '#60a5fa';
var OFF_BORDER = '#94a3b8';
var ON_THUMB_SHADOW = '0 10px 20px -4px rgba(37, 99, 235, 0.3), 0 4px 6px -2px rgba(0,0,0,0.04), inset 0 3px 4px rgba(255,255,255,1), inset 0 -2px 4px rgba(96, 165, 250, 0.2)';
var OFF_THUMB_SHADOW = '0 8px 16px -4px rgba(15, 23, 42, 0.18), 0 3px 5px -2px rgba(0,0,0,0.05), inset 0 3px 4px rgba(255,255,255,1), inset 0 -2px 4px rgba(148, 163, 184, 0.25)';
function travel() {
return Math.max(0, toggle.clientWidth - thumb.clientWidth - 12);
}
function apply(on) {
toggle.setAttribute('aria-checked', on ? 'true' : 'false');
toggle.style.background = on ? ON_BG : OFF_BG;
toggle.style.boxShadow = on ? ON_SHADOW : OFF_SHADOW;
toggle.style.borderColor = on ? ON_BORDER : OFF_BORDER;
thumb.style.transform = 'translateX(' + (on ? travel() : 0) + 'px)';
thumb.style.boxShadow = on ? ON_THUMB_SHADOW : OFF_THUMB_SHADOW;
if (label) {
label.style.opacity = on ? '1' : '0.72';
label.style.color = on ? '#1e293b' : '#475569';
}
}
function flip() {
apply(toggle.getAttribute('aria-checked') !== 'true');
}
apply(true);
toggle.addEventListener('click', flip);
toggle.addEventListener('keydown', function (e) {
if (e.key === 'Enter' || e.key === ' ') {
e.preventDefault();
flip();
}
});
window.addEventListener('resize', function () {
apply(toggle.getAttribute('aria-checked') === 'true');
});
})();
document.addEventListener("DOMContentLoaded", () => {
if (typeof gsap === 'undefined' || typeof ScrollTrigger === 'undefined') return;
gsap.registerPlugin(ScrollTrigger);
document.querySelectorAll('.mask-reveal').forEach(el => {
const text = el.innerText;
el.innerHTML = '';
text.split(/(s+)/).forEach(part => {
if (!part.trim()) {
el.appendChild(document.createTextNode(part));
return;
}
const wrapper = document.createElement('span');
wrapper.style.display = 'inline-block';
wrapper.style.overflow = 'hidden';
wrapper.style.verticalAlign = 'bottom';
const inner = document.createElement('span');
inner.innerText = part;
inner.style.display = 'inline-block';
inner.className = 'reveal-word';
inner.style.transform = 'translateY(110%)';
inner.style.opacity = '0';
wrapper.appendChild(inner);
el.appendChild(wrapper);
});
gsap.to(el.querySelectorAll('.reveal-word'), {
y: '0%',
opacity: 1,
duration: 0.6,
stagger: 0.04,
ease: 'power3.out',
scrollTrigger: {
trigger: el,
start: 'top 95%',
}
});
});
});
</script>
</body>
</html>
[/hidecontent]