mewo

Pattern Waves

A lit field of dots, squares, lines or glyphs rolling over silk, swell or ripple waves, with a cursor ripple. WebGL 2 through ogl.

  • ogl

Pattern Waves

Move the pointer. Click for a ripple.

Customize

Spacing9px
Mark size0.95
Depth0.95
Speed0.35
Direction20°

Install

Terminal
npx shadcn@latest add @mewo/pattern-waves
Not using the registry directory?

Point the CLI straight at the item URL:

npx shadcn@latest add https://www.mewo-ui.com/r/pattern-waves.json

Props

PropTypeDefaultDescription
preset"silk" | "ocean" | "pond" | "lines" | "terminal" | "mesh""silk"A starting look. Any other prop overrides what the preset sets for it.
pattern"dot" | "square" | "plus" | "line" | "glyph"from presetThe mark drawn at each cell.
wave"silk" | "swell" | "ripple"from presetThe surface the marks ride on.
colorstring"#ffffff"Colour of the marks.
backgroundColorstring"#000000"Fill behind the marks. "transparent" shows what is underneath.
spacingnumberfrom presetDistance between cells, in CSS pixels.
markSizenumberfrom presetMark size as a fraction of the spacing, 0 to 1.
depthnumberfrom presetHow much the surface's slope shades each mark.
lightnumberfrom presetLight angle relative to the wave direction, in degrees.
shinenumberfrom presetSpecular highlight strength.
contrastnumberfrom presetTone contrast across the surface.
speednumberfrom presetAnimation speed. 0 renders once and stops.
scalenumberfrom presetWavelength multiplier.
directionnumberfrom presetWave direction, in degrees.
fade"edges" | "center" | "bottom" | "top" | "none""edges"Where the field fades out.
fadeSizenumber0.5How far the fade reaches.
opacitynumber1Overall opacity of the marks.
charactersstring".:-=+*#%@"Glyphs for the "glyph" pattern, dimmest first.
interactivebooleantrueLet the pointer ripple the surface.
cursorSizenumber50Ripple radius, in CSS pixels.
cursorStrengthnumber0.6Ripple strength, 0 to 1.
introbooleantrueRise in from the centre on mount.
pausedbooleanfalseFreeze the animation. The last frame stays on screen.
classNamestring—Merged onto the root element, which fills its parent.

Source

"use client"

import { useEffect, useMemo, useRef, type ComponentProps } from "react"
import { Mesh, Program, RenderTarget, Renderer, Texture, Triangle } from "ogl"
import { cn } from "@/lib/utils"

type SurfacePreset = "silk" | "ocean" | "pond" | "lines" | "terminal" | "mesh"
type PatternKind = "dot" | "square" | "plus" | "line" | "glyph"
type WaveKind = "silk" | "swell" | "ripple"
type FadeKind = "edges" | "center" | "bottom" | "top" | "none"
type Rgba = [number, number, number, number]

interface PresetValues {
  pattern: PatternKind
  wave: WaveKind
  spacing: number
  markSize: number
  depth: number
  light: number
  shine: number
  contrast: number
  speed: number
  scale: number
  direction: number
}

export type PatternWavesPreset = SurfacePreset
export type PatternWavesPattern = PatternKind
export type PatternWavesWave = WaveKind
export type PatternWavesFade = FadeKind

export interface PatternWavesProps extends Partial<PresetValues>, Omit<ComponentProps<"div">, "color"> {
  /** A starting look. Any other prop overrides what the preset sets for it. */
  preset?: SurfacePreset
  /** Colour of the marks. */
  color?: string
  /** Fill behind the marks. Use "transparent" to show what is underneath. */
  backgroundColor?: string
  opacity?: number
  /** Where the field fades out. */
  fade?: FadeKind
  fadeSize?: number
  /** Glyphs for the "glyph" pattern, dimmest first. */
  characters?: string
  /** Let the pointer ripple the surface. */
  interactive?: boolean
  cursorSize?: number
  cursorStrength?: number
  /** Rise in from the centre on mount. */
  intro?: boolean
  /** Freeze the animation. The last frame stays on screen. */
  paused?: boolean
}

interface Settings extends PresetValues {
  color: Rgba
  background: Rgba
  opacity: number
  fade: FadeKind
  fadeSize: number
  characters: string
  interactive: boolean
  cursorSize: number
  cursorStrength: number
  intro: boolean
  paused: boolean
}

interface RippleField {
  width: number
  height: number
  read: RenderTarget
  write: RenderTarget
}

const SURFACE_PRESETS: Record<SurfacePreset, PresetValues> = {
  silk: {
    pattern: "dot",
    wave: "silk",
    spacing: 9,
    markSize: 0.95,
    depth: 0.95,
    light: 0,
    shine: 0.8,
    contrast: 1.2,
    speed: 0.35,
    scale: 1,
    direction: 20,
  },
  ocean: {
    pattern: "dot",
    wave: "swell",
    spacing: 10,
    markSize: 0.9,
    depth: 0.42,
    light: 0,
    shine: 1,
    contrast: 1.2,
    speed: 0.5,
    scale: 1,
    direction: 100,
  },
  pond: {
    pattern: "dot",
    wave: "ripple",
    spacing: 10,
    markSize: 0.9,
    depth: 0.55,
    light: 0,
    shine: 1.2,
    contrast: 1.2,
    speed: 0.5,
    scale: 1,
    direction: 35,
  },
  lines: {
    pattern: "line",
    wave: "silk",
    spacing: 12,
    markSize: 0.42,
    depth: 0.9,
    light: 0,
    shine: 0.6,
    contrast: 1.2,
    speed: 0.3,
    scale: 1,
    direction: 20,
  },
  terminal: {
    pattern: "glyph",
    wave: "ripple",
    spacing: 13,
    markSize: 0.95,
    depth: 0.75,
    light: 0,
    shine: 0.9,
    contrast: 1.4,
    speed: 0.3,
    scale: 1.1,
    direction: 200,
  },
  mesh: {
    pattern: "plus",
    wave: "silk",
    spacing: 14,
    markSize: 0.8,
    depth: 0.95,
    light: 0,
    shine: 1,
    contrast: 1.45,
    speed: 0.4,
    scale: 1.1,
    direction: 325,
  },
}

const PATTERNS: Record<string, number> = { dot: 0, square: 1, plus: 2, line: 3, glyph: 4 }
const WAVES: Record<string, number> = { silk: 0, swell: 1, ripple: 2 }
const FADES: Record<string, number> = { none: 0, edges: 1, center: 2, bottom: 3, top: 4 }
const DEFAULT_CHARACTERS = ".:-=+*#%@"
const GLYPH_FONT = "ui-monospace, SFMono-Regular, Menlo, Consolas, monospace"
const ATLAS_TILE = 128
const WAVE_UNIT = 520
const RIPPLE_CELL = 8
const RIPPLE_RATE = 60
const PIXEL_BUDGET = 4.5e6
const INTRO_SECONDS = 2
// Must match what ogl's Renderer passes to getContext(), so the probe below and ogl share one context.
const CONTEXT_ATTRIBUTES = {
  alpha: true,
  depth: false,
  stencil: false,
  antialias: false,
  premultipliedAlpha: true,
  preserveDrawingBuffer: false,
  powerPreference: "default" as const,
}

const clamp = (value: number, min: number, max: number) => Math.min(Math.max(value, min), max)

const luminance = (rgba: number[]) => 0.2126 * rgba[0] + 0.7152 * rgba[1] + 0.0722 * rgba[2]

// One 2D context resolves every CSS colour; a new canvas per parse would be garbage on every render.
let colorProbe: CanvasRenderingContext2D | null = null

const parseColor = (value: string, fallback: Rgba): Rgba => {
  try {
    colorProbe ??= document.createElement("canvas").getContext("2d")
    const ctx = colorProbe
    if (!ctx) return fallback
    ctx.fillStyle = "#000000"
    ctx.fillStyle = value
    const resolved = ctx.fillStyle
    if (resolved.startsWith("#")) {
      const n = parseInt(resolved.slice(1), 16)
      return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255, 1]
    }
    const parts = resolved.match(/[\d.]+/g)
    if (!parts || parts.length < 3) return fallback
    return [Number(parts[0]) / 255, Number(parts[1]) / 255, Number(parts[2]) / 255, parts[3] ? Number(parts[3]) : 1]
  } catch {
    return fallback
  }
}

const buildAtlas = (characters: string) => {
  const glyphs = Array.from(characters && characters.length ? characters : DEFAULT_CHARACTERS)
  const columns = Math.ceil(Math.sqrt(glyphs.length))
  const lines = Math.ceil(glyphs.length / columns)
  const canvas = document.createElement("canvas")
  canvas.width = columns * ATLAS_TILE
  canvas.height = lines * ATLAS_TILE
  const ctx = canvas.getContext("2d")
  if (!ctx) return null
  ctx.fillStyle = "#ffffff"
  ctx.textAlign = "center"
  ctx.textBaseline = "middle"
  ctx.font = `500 ${Math.round(ATLAS_TILE * 0.86)}px ${GLYPH_FONT}`
  glyphs.forEach((glyph, index) => {
    const x = (index % columns) * ATLAS_TILE + ATLAS_TILE / 2
    const y = Math.floor(index / columns) * ATLAS_TILE + ATLAS_TILE / 2
    ctx.fillText(glyph, x, y)
  })
  return { canvas, columns, lines, count: glyphs.length }
}

const passVertex = `#version 300 es
in vec2 position;
void main() {
  gl_Position = vec4(position, 0.0, 1.0);
}
`

const fieldFragment = `#version 300 es
precision highp float;
precision highp int;
uniform vec2 uSize;
uniform float uDpr;
uniform vec2 uOrigin;
uniform vec2 uPitch;
uniform int uWave;
uniform float uTime;
uniform float uUnit;
uniform vec2 uHeading;
uniform float uAmp;
uniform float uDepth;
uniform vec3 uLight;
uniform float uShine;
uniform float uContrast;
uniform float uInk;
uniform float uOpacity;
uniform int uFade;
uniform float uFadeSize;
uniform float uAppear;
uniform sampler2D tRipple;
uniform float uRipple;
out vec4 fragColor;

const float FOLDS = 5.5;

uvec3 scramble(uvec3 v) {
  v = v * 1664525u + 1013904223u;
  v.x += v.y * v.z;
  v.y += v.z * v.x;
  v.z += v.x * v.y;
  v ^= v >> 16u;
  v.x += v.y * v.z;
  v.y += v.z * v.x;
  v.z += v.x * v.y;
  return v;
}

vec3 lattice(vec3 corner) {
  uvec3 h = scramble(uvec3(ivec3(corner) + 4096));
  return vec3(h & 65535u) / 32767.5 - 1.0;
}

float gradientNoise(vec3 p) {
  vec3 i = floor(p);
  vec3 f = p - i;
  vec3 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
  float n000 = dot(lattice(i), f);
  float n100 = dot(lattice(i + vec3(1.0, 0.0, 0.0)), f - vec3(1.0, 0.0, 0.0));
  float n010 = dot(lattice(i + vec3(0.0, 1.0, 0.0)), f - vec3(0.0, 1.0, 0.0));
  float n110 = dot(lattice(i + vec3(1.0, 1.0, 0.0)), f - vec3(1.0, 1.0, 0.0));
  float n001 = dot(lattice(i + vec3(0.0, 0.0, 1.0)), f - vec3(0.0, 0.0, 1.0));
  float n101 = dot(lattice(i + vec3(1.0, 0.0, 1.0)), f - vec3(1.0, 0.0, 1.0));
  float n011 = dot(lattice(i + vec3(0.0, 1.0, 1.0)), f - vec3(0.0, 1.0, 1.0));
  float n111 = dot(lattice(i + vec3(1.0, 1.0, 1.0)), f - vec3(1.0, 1.0, 1.0));
  return mix(
    mix(mix(n000, n100, u.x), mix(n010, n110, u.x), u.y),
    mix(mix(n001, n101, u.x), mix(n011, n111, u.x), u.y),
    u.z
  );
}

vec2 turn(vec2 v, float angle) {
  float c = cos(angle);
  float s = sin(angle);
  return vec2(c * v.x - s * v.y, s * v.x + c * v.y);
}

float surface(vec2 p, float t) {
  if (uWave == 0) {
    vec2 side = vec2(-uHeading.y, uHeading.x);
    float u = dot(p, uHeading);
    float v = dot(p, side);
    float bend = gradientNoise(vec3(v * 0.85, u * 0.3, t * 0.05)) * 1.7 + 0.4 * sin(v * 1.6 + t * 0.2);
    float phase = u * FOLDS + bend - t * 0.45;
    float swell = 0.6 + 0.4 * gradientNoise(vec3(u * 0.55 + 3.0, v * 0.45, t * 0.04));
    float fold = sin(phase) + 0.32 * sin(2.0 * phase + 1.3);
    float ripple = 0.16 * sin(u * FOLDS * 2.5 + bend * 1.9 - t * 0.9 + 2.1);
    return (fold + ripple) * swell;
  }
  if (uWave == 1) {
    float bend = gradientNoise(vec3(p * 0.6, t * 0.05)) * 0.6;
    float phase = dot(p, uHeading) * 15.0 + bend * 2.2 - t * 1.4;
    float swell = sin(phase) + 0.3 * sin(2.0 * phase - 0.8);
    float roll = 0.75 + 0.25 * gradientNoise(vec3(p * 0.9 + 11.0, t * 0.05));
    return 0.8 * swell * roll;
  }
  float r = length(p + uHeading * 1.2);
  float bend = gradientNoise(vec3(p * 1.2, t * 0.05)) * 0.1;
  return sin((r + bend) * 9.0 - t * 1.8) * (0.45 + 0.55 * exp(-(r - 0.6) * 0.8));
}

float heightAt(vec2 css) {
  float h = surface((css - 0.5 * uSize) / uUnit, uTime) * uAmp;
  if (uRipple > 0.0) h += texture(tRipple, css / uSize).r * uRipple;
  return h;
}

void main() {
  vec2 cell = floor(gl_FragCoord.xy);
  vec2 center = uOrigin + (cell + 0.5) * uPitch;
  vec2 css = center / uDpr;
  vec2 uv = css / uSize;
  float e = max(uPitch.y / uDpr, 4.0);
  float h = heightAt(css);
  float hx = (heightAt(css + vec2(e, 0.0)) - heightAt(css - vec2(e, 0.0))) / (2.0 * e);
  float hy = (heightAt(css + vec2(0.0, e)) - heightAt(css - vec2(0.0, e))) / (2.0 * e);
  vec2 grad = vec2(hx, hy) * uUnit * uDepth * 0.4;
  vec3 n = normalize(vec3(-grad, 1.0));

  float diffuse = clamp(dot(n, uLight), 0.0, 1.0);
  vec3 halfway = normalize(uLight + vec3(0.0, 0.0, 1.0));
  float spec = pow(clamp(dot(n, halfway), 0.0, 1.0), 160.0) * uShine * 1.15;
  float hollow = 0.7 + 0.3 * clamp(h * 0.5 + 0.5, 0.0, 1.0);
  float tone = clamp(diffuse * hollow * 0.78 + spec, 0.0, 1.0);
  tone = clamp((tone - 0.42) * uContrast + 0.42, 0.0, 1.0);

  float level = uInk > 0.5 ? pow(clamp(1.0 - tone / 0.46, 0.0, 1.0), 2.4) * 0.72 : pow(tone, 2.2);
  float emphasis = uInk > 0.5 ? smoothstep(0.55, 0.95, level) : clamp(spec * 1.6, 0.0, 1.0);

  float fade = 1.0;
  vec2 c = uv * 2.0 - 1.0;
  if (uFade == 1) {
    fade = 1.0 - smoothstep(1.0 - uFadeSize, 1.18, length(c));
  } else if (uFade == 2) {
    fade = mix(0.05, 1.0, smoothstep(0.08, 0.08 + uFadeSize, length(c * vec2(1.0, 1.35))));
  } else if (uFade == 3) {
    fade = smoothstep(0.0, uFadeSize, uv.y);
  } else if (uFade == 4) {
    fade = smoothstep(0.0, uFadeSize, 1.0 - uv.y);
  }

  float reach = length(css - 0.5 * uSize) / max(0.5 * length(uSize), 1.0);
  float appear = smoothstep(reach - 0.05, reach + 0.3, uAppear * 1.35);

  float alpha = uOpacity * fade * appear * (0.22 + 0.78 * level);
  float lift = clamp(h * uDepth * 0.42, -0.48, 0.48);
  fragColor = vec4(level, alpha, emphasis, lift + 0.5);
}
`

const rippleFragment = `#version 300 es
precision highp float;
uniform sampler2D tState;
uniform vec2 uTexel;
uniform vec2 uSize;
uniform vec2 uFrom;
uniform vec2 uTo;
uniform float uRadius;
uniform float uImpulse;
uniform float uDamping;
out vec4 fragColor;

void main() {
  vec2 uv = gl_FragCoord.xy * uTexel;
  vec2 state = texture(tState, uv).rg;
  float left = texture(tState, uv - vec2(uTexel.x, 0.0)).r;
  float right = texture(tState, uv + vec2(uTexel.x, 0.0)).r;
  float below = texture(tState, uv - vec2(0.0, uTexel.y)).r;
  float above = texture(tState, uv + vec2(0.0, uTexel.y)).r;
  float next = ((left + right + below + above) * 0.5 - state.g) * uDamping;
  vec2 p = uv * uSize;
  vec2 segment = uTo - uFrom;
  float along = clamp(dot(p - uFrom, segment) / max(dot(segment, segment), 1e-4), 0.0, 1.0);
  float d = length(p - uFrom - segment * along) / uRadius;
  next -= uImpulse * exp(-d * d * 2.0);
  fragColor = vec4(next, state.r, 0.0, 1.0);
}
`

const markFragment = `#version 300 es
precision highp float;
precision highp int;
uniform sampler2D tField;
uniform sampler2D tAtlas;
uniform vec2 uOrigin;
uniform vec2 uPitch;
uniform vec2 uGrid;
uniform int uPattern;
uniform float uMarkSize;
uniform float uStroke;
uniform vec3 uColor;
uniform vec3 uAccent;
uniform vec4 uBackground;
uniform vec3 uAtlas;
out vec4 fragColor;

float box(vec2 p, vec2 b, float r) {
  vec2 q = abs(p) - b + r;
  return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
}

float coverage(vec2 local, float level) {
  float span = uPitch.y * uMarkSize;
  float area = max(sqrt(level), 0.14);
  if (uPattern == 0) {
    return clamp(0.5 - (length(local) - 0.5 * span * area), 0.0, 1.0);
  }
  if (uPattern == 1) {
    float extent = 0.5 * span * area;
    return clamp(0.5 - box(local, vec2(extent), extent * 0.3), 0.0, 1.0);
  }
  if (uPattern == 2) {
    float arm = 0.5 * span * mix(0.3, 1.0, level);
    float width = 0.5 * uStroke;
    return clamp(0.5 - min(box(local, vec2(arm, width), width), box(local, vec2(width, arm), width)), 0.0, 1.0);
  }
  if (uAtlas.z < 1.0) return 0.0;
  vec2 g = local / span + 0.5;
  if (g.x < 0.0 || g.y < 0.0 || g.x > 1.0 || g.y > 1.0) return 0.0;
  float index = min(floor(level * uAtlas.z), uAtlas.z - 1.0);
  vec2 tile = vec2(mod(index, uAtlas.x), floor(index / uAtlas.x));
  vec2 atlasUv = (tile + vec2(g.x, 1.0 - g.y)) / uAtlas.xy;
  vec2 texel = 1.0 / (span * uAtlas.xy);
  return textureGrad(tAtlas, atlasUv, vec2(texel.x, 0.0), vec2(0.0, texel.y)).a;
}

vec4 lineInk(vec2 rel) {
  float fx = rel.x / uPitch.x - 0.5;
  float c0 = clamp(floor(fx), 0.0, uGrid.x - 1.0);
  float c1 = min(c0 + 1.0, uGrid.x - 1.0);
  float t = clamp(fx - c0, 0.0, 1.0);
  float row = floor(rel.y / uPitch.y);
  vec4 ink = vec4(0.0);
  for (int k = -1; k <= 1; k++) {
    float cy = row + float(k);
    if (cy < 0.0 || cy >= uGrid.y) continue;
    vec4 a = texelFetch(tField, ivec2(int(c0), int(cy)), 0);
    vec4 b = texelFetch(tField, ivec2(int(c1), int(cy)), 0);
    vec4 f = mix(a, b, t);
    if (f.g < 0.002) continue;
    float y = (cy + 0.5 + f.a - 0.5) * uPitch.y;
    float slope = (b.a - a.a) * uPitch.y / uPitch.x;
    float thickness = max(uStroke, uPitch.y * uMarkSize * f.r);
    float d = abs(rel.y - y) / sqrt(1.0 + slope * slope) - 0.5 * thickness;
    float alpha = clamp(0.5 - d, 0.0, 1.0) * f.g;
    if (alpha > ink.a) ink = vec4(mix(uColor, uAccent, f.b) * alpha, alpha);
  }
  return ink;
}

void main() {
  vec2 rel = gl_FragCoord.xy - uOrigin;
  vec4 background = vec4(uBackground.rgb * uBackground.a, uBackground.a);
  vec4 ink = vec4(0.0);
  if (uPattern == 3) {
    ink = lineInk(rel);
  } else {
    float cx = floor(rel.x / uPitch.x);
    float row = floor(rel.y / uPitch.y);
    if (cx >= 0.0 && cx < uGrid.x) {
      for (int k = -1; k <= 1; k++) {
        float cy = row + float(k);
        if (cy < 0.0 || cy >= uGrid.y) continue;
        vec4 f = texelFetch(tField, ivec2(int(cx), int(cy)), 0);
        if (f.g < 0.002) continue;
        vec2 center = (vec2(cx, cy) + 0.5) * uPitch + vec2(0.0, (f.a - 0.5) * uPitch.y);
        float alpha = coverage(rel - center, f.r) * f.g;
        if (alpha > ink.a) ink = vec4(mix(uColor, uAccent, f.b) * alpha, alpha);
      }
    }
  }
  fragColor = ink + background * (1.0 - ink.a);
}
`

export function PatternWaves({
  preset = "silk",
  pattern,
  wave,
  spacing,
  markSize,
  depth,
  light,
  shine,
  contrast,
  speed,
  scale,
  direction,
  color = "#ffffff",
  backgroundColor = "#000000",
  opacity = 1,
  fade = "edges",
  fadeSize = 0.5,
  characters = DEFAULT_CHARACTERS,
  interactive = true,
  cursorSize = 50,
  cursorStrength = 0.6,
  intro = true,
  paused = false,
  className,
  style,
  ...rest
}: PatternWavesProps) {
  const containerRef = useRef<HTMLDivElement>(null)
  const settingsRef = useRef<Settings | null>(null)
  const wakeRef = useRef<(() => void) | null>(null)

  const base = SURFACE_PRESETS[preset] || SURFACE_PRESETS.silk
  const pick = <K extends keyof PresetValues>(value: PresetValues[K] | undefined, key: K): PresetValues[K] =>
    value === undefined || value === null ? base[key] : value

  const colors = useMemo(
    () => ({
      color: parseColor(color, [1, 1, 1, 1]),
      background: parseColor(backgroundColor, [0, 0, 0, 1]),
    }),
    [color, backgroundColor],
  )

  useEffect(() => {
    settingsRef.current = {
      ...colors,
      pattern: pick(pattern, "pattern"),
      wave: pick(wave, "wave"),
      spacing: pick(spacing, "spacing"),
      markSize: pick(markSize, "markSize"),
      depth: pick(depth, "depth"),
      light: pick(light, "light"),
      shine: pick(shine, "shine"),
      contrast: pick(contrast, "contrast"),
      speed: pick(speed, "speed"),
      scale: pick(scale, "scale"),
      direction: pick(direction, "direction"),
      opacity,
      fade,
      fadeSize,
      characters,
      interactive,
      cursorSize,
      cursorStrength,
      intro,
      paused,
    }
    wakeRef.current?.()
  })

  useEffect(() => {
    const container = containerRef.current
    if (!container) return undefined

    // ogl throws when no context can be created (jsdom, GPU-less browsers), so probe first with the
    // same attributes it will use. A second getContext() call then returns that same context.
    const canvas = document.createElement("canvas")
    if (!canvas.getContext("webgl2", CONTEXT_ATTRIBUTES)) return undefined
    const renderer = new Renderer({ canvas, ...CONTEXT_ATTRIBUTES })
    const gl = renderer.gl
    if (!renderer.isWebgl2) {
      gl.getExtension("WEBGL_lose_context")?.loseContext()
      return undefined
    }
    gl.clearColor(0, 0, 0, 0)
    canvas.style.display = "block"
    canvas.style.width = "100%"
    canvas.style.height = "100%"
    canvas.setAttribute("aria-hidden", "true")
    container.appendChild(canvas)

    const geometry = new Triangle(gl)
    const blank = new Texture(gl)
    const floatTargets = !!gl.getExtension("EXT_color_buffer_float")

    const dispose = (target: RenderTarget) => {
      gl.deleteFramebuffer(target.buffer)
      gl.deleteTexture(target.texture.texture)
    }

    const fieldTargetFor = (w: number, h: number) =>
      new RenderTarget(gl, { width: w, height: h, depth: false, minFilter: gl.NEAREST, magFilter: gl.NEAREST })

    const rippleTargetFor = (w: number, h: number) =>
      new RenderTarget(gl, {
        width: w,
        height: h,
        depth: false,
        type: (gl as unknown as WebGL2RenderingContext).HALF_FLOAT,
        format: gl.RGBA,
        internalFormat: (gl as unknown as WebGL2RenderingContext).RGBA16F,
        minFilter: gl.LINEAR,
        magFilter: gl.LINEAR,
      })

    let fieldTarget = fieldTargetFor(1, 1)
    let ripple: RippleField | null = null

    const atlasTexture = new Texture(gl, {
      generateMipmaps: true,
      minFilter: gl.LINEAR_MIPMAP_LINEAR,
      magFilter: gl.LINEAR,
      flipY: false,
    })

    const fieldUniforms = {
      uSize: { value: [1, 1] },
      uDpr: { value: 1 },
      uOrigin: { value: [0, 0] },
      uPitch: { value: [1, 1] },
      uWave: { value: 0 },
      uTime: { value: 0 },
      uUnit: { value: WAVE_UNIT },
      uHeading: { value: [1, 0] },
      uAmp: { value: 0 },
      uDepth: { value: 0.5 },
      uLight: { value: [0, 0, 1] },
      uShine: { value: 0.8 },
      uContrast: { value: 1 },
      uInk: { value: 0 },
      uOpacity: { value: 1 },
      uFade: { value: 0 },
      uFadeSize: { value: 0.5 },
      uAppear: { value: 0 },
      tRipple: { value: blank },
      uRipple: { value: 0 },
    }
    const fieldMesh = new Mesh(gl, {
      geometry,
      program: new Program(gl, {
        vertex: passVertex,
        fragment: fieldFragment,
        uniforms: fieldUniforms,
        depthTest: false,
        depthWrite: false,
      }),
    })

    const rippleUniforms = {
      tState: { value: blank },
      uTexel: { value: [1, 1] },
      uSize: { value: [1, 1] },
      uFrom: { value: [0, 0] },
      uTo: { value: [0, 0] },
      uRadius: { value: 40 },
      uImpulse: { value: 0 },
      uDamping: { value: 0.975 },
    }
    const rippleMesh = new Mesh(gl, {
      geometry,
      program: new Program(gl, {
        vertex: passVertex,
        fragment: rippleFragment,
        uniforms: rippleUniforms,
        depthTest: false,
        depthWrite: false,
      }),
    })

    const markUniforms = {
      tField: { value: fieldTarget.texture },
      tAtlas: { value: atlasTexture },
      uOrigin: { value: [0, 0] },
      uPitch: { value: [1, 1] },
      uGrid: { value: [1, 1] },
      uPattern: { value: 0 },
      uMarkSize: { value: 0.9 },
      uStroke: { value: 2 },
      uColor: { value: [1, 1, 1] },
      uAccent: { value: [1, 1, 1] },
      uBackground: { value: [0, 0, 0, 1] },
      uAtlas: { value: [1, 1, 0] },
    }
    const markMesh = new Mesh(gl, {
      geometry,
      program: new Program(gl, {
        vertex: passVertex,
        fragment: markFragment,
        uniforms: markUniforms,
        depthTest: false,
        depthWrite: false,
      }),
    })

    const reducedMotion = window.matchMedia?.("(prefers-reduced-motion: reduce)").matches ?? false

    let width = 1
    let height = 1
    let raf = 0
    let last = performance.now()
    let time = 0
    let introClock = 0
    let visible = true
    let alive = true
    let dirty = true
    let rippleUntil = 0
    let rippleLive = false
    let rippleClock = 0
    let atlasKey = ""
    const pointer = { x: 0, y: 0, inside: false, placed: false, lastX: 0, lastY: 0, burst: 0 }

    const buildRipple = () => {
      if (!floatTargets) return
      const w = clamp(Math.ceil(width / RIPPLE_CELL), 4, 512)
      const h = clamp(Math.ceil(height / RIPPLE_CELL), 4, 512)
      if (ripple && ripple.width === w && ripple.height === h) return
      if (ripple) {
        dispose(ripple.read)
        dispose(ripple.write)
      }
      ripple = { width: w, height: h, read: rippleTargetFor(w, h), write: rippleTargetFor(w, h) }
      rippleLive = false
    }

    const clearRipple = () => {
      if (!ripple) return
      ;[ripple.read, ripple.write].forEach((target) => {
        renderer.bindFramebuffer(target)
        gl.viewport(0, 0, target.width, target.height)
        gl.clear(gl.COLOR_BUFFER_BIT)
      })
      renderer.bindFramebuffer()
    }

    const refreshAtlas = (s: Settings) => {
      if (s.characters === atlasKey) return
      atlasKey = s.characters
      const built = buildAtlas(s.characters)
      if (!built) return
      atlasTexture.image = built.canvas
      markUniforms.uAtlas.value = [built.columns, built.lines, built.count]
    }

    const resize = () => {
      width = Math.max(1, container.clientWidth)
      height = Math.max(1, container.clientHeight)
      renderer.dpr = Math.min(window.devicePixelRatio || 1, 2, Math.sqrt(PIXEL_BUDGET / (width * height)))
      renderer.setSize(width, height)
      buildRipple()
      dirty = true
      start()
    }

    const stepRipple = (field: RippleField, s: Settings, dt: number) => {
      rippleClock = Math.min(rippleClock + dt * RIPPLE_RATE, 4)
      const strength = clamp(s.cursorStrength, 0, 1)
      const moved = Math.hypot(pointer.x - pointer.lastX, pointer.y - pointer.lastY)
      let impulse = (pointer.inside ? Math.min(moved / 14, 1) * 0.35 * strength : 0) + pointer.burst * strength
      pointer.burst = 0
      rippleUniforms.uTexel.value = [1 / field.width, 1 / field.height]
      rippleUniforms.uSize.value = [width, height]
      rippleUniforms.uFrom.value = [pointer.lastX, height - pointer.lastY]
      rippleUniforms.uTo.value = [pointer.x, height - pointer.y]
      rippleUniforms.uRadius.value = clamp(s.cursorSize, 8, 400)
      while (rippleClock >= 1) {
        rippleClock -= 1
        rippleUniforms.tState.value = field.read.texture
        rippleUniforms.uImpulse.value = impulse
        renderer.render({ scene: rippleMesh, target: field.write, clear: false })
        const next = field.read
        field.read = field.write
        field.write = next
        impulse = 0
      }
      pointer.lastX = pointer.x
      pointer.lastY = pointer.y
    }

    const frame = (now: number) => {
      raf = 0
      if (!alive) return
      const s = settingsRef.current
      const dt = Math.min(0.05, Math.max(1 / 240, (now - last) / 1000))
      last = now
      if (!s) return

      const moving = !s.paused && !reducedMotion && s.speed !== 0
      if (moving) time += dt * s.speed
      introClock = s.intro && !reducedMotion ? Math.min(1, introClock + dt / INTRO_SECONDS) : 1
      const appear = 1 - Math.pow(1 - clamp(introClock / 0.75, 0, 1), 3)
      const rise = clamp((introClock - 0.1) / 0.9, 0, 1)
      const amp = rise * rise * (3 - 2 * rise)

      const rippling = s.interactive && !reducedMotion && !!ripple && s.cursorStrength > 0
      if (rippling && pointer.inside && !pointer.placed) {
        pointer.lastX = pointer.x
        pointer.lastY = pointer.y
        pointer.placed = true
      }
      if (rippling && (pointer.inside || pointer.burst > 0)) rippleUntil = now + 5000
      const rippleActive = rippling && now < rippleUntil
      if (rippleActive && ripple) {
        stepRipple(ripple, s, dt)
        rippleLive = true
      } else if (rippleLive) {
        clearRipple()
        rippleLive = false
      }

      const patternIndex = PATTERNS[s.pattern] ?? 0
      if (patternIndex === 4) refreshAtlas(s)

      const canvasW = gl.canvas.width
      const canvasH = gl.canvas.height
      const dpr = canvasW / width
      const pitchY = Math.max(4, Math.round(clamp(s.spacing, 4, 120) * dpr))
      const pitchX = patternIndex === 3 ? Math.max(2, Math.round(pitchY / 4)) : pitchY
      const cols = Math.min(4096, Math.ceil(canvasW / pitchX) + 1)
      const rows = Math.min(4096, Math.ceil(canvasH / pitchY) + 2)
      const origin = [Math.floor((canvasW - cols * pitchX) / 2), Math.floor((canvasH - rows * pitchY) / 2)]
      if (fieldTarget.width !== cols || fieldTarget.height !== rows) {
        dispose(fieldTarget)
        fieldTarget = fieldTargetFor(cols, rows)
        markUniforms.tField.value = fieldTarget.texture
      }
      const heading = (s.direction * Math.PI) / 180
      const lightAngle = ((s.direction + 180 + clamp(s.light, -90, 90)) * Math.PI) / 180
      const background = s.background
      const ink = background[3] > 0.02 ? luminance(s.color) < luminance(background) : luminance(s.color) < 0.5

      fieldUniforms.uSize.value = [width, height]
      fieldUniforms.uDpr.value = dpr
      fieldUniforms.uOrigin.value = origin
      fieldUniforms.uPitch.value = [pitchX, pitchY]
      fieldUniforms.uWave.value = WAVES[s.wave] ?? 0
      fieldUniforms.uTime.value = time
      fieldUniforms.uUnit.value = WAVE_UNIT * clamp(s.scale, 0.2, 5)
      fieldUniforms.uHeading.value = [Math.cos(heading), Math.sin(heading)]
      fieldUniforms.uAmp.value = amp
      fieldUniforms.uDepth.value = clamp(s.depth, 0, 1.5)
      fieldUniforms.uLight.value = [Math.cos(lightAngle) * 0.78, Math.sin(lightAngle) * 0.78, 0.62]
      fieldUniforms.uShine.value = clamp(s.shine, 0, 2)
      fieldUniforms.uContrast.value = clamp(s.contrast, 0.3, 3)
      fieldUniforms.uInk.value = ink ? 1 : 0
      fieldUniforms.uOpacity.value = clamp(s.opacity, 0, 1)
      fieldUniforms.uFade.value = FADES[s.fade] ?? 0
      fieldUniforms.uFadeSize.value = clamp(s.fadeSize, 0.05, 1)
      fieldUniforms.uAppear.value = appear
      fieldUniforms.tRipple.value = ripple && rippleLive ? ripple.read.texture : blank
      fieldUniforms.uRipple.value = rippleLive ? 0.32 : 0
      renderer.render({ scene: fieldMesh, target: fieldTarget })

      markUniforms.uOrigin.value = origin
      markUniforms.uPitch.value = [pitchX, pitchY]
      markUniforms.uGrid.value = [cols, rows]
      markUniforms.uPattern.value = patternIndex
      markUniforms.uMarkSize.value = clamp(s.markSize, 0.05, 1)
      markUniforms.uStroke.value = patternIndex === 3 ? 0.9 * dpr : Math.max(1.1 * dpr, pitchY * 0.08)
      const tint = ink ? 0 : 1
      const blend = ink ? 0.35 : 0.55
      markUniforms.uColor.value = s.color.slice(0, 3)
      markUniforms.uAccent.value = s.color.slice(0, 3).map((channel) => channel + (tint - channel) * blend)
      markUniforms.uBackground.value = background
      renderer.render({ scene: markMesh })
      dirty = false

      if (visible && (moving || introClock < 1 || rippleActive || dirty)) raf = requestAnimationFrame(frame)
    }

    const start = () => {
      if (raf || !visible || !alive) return
      last = performance.now()
      raf = requestAnimationFrame(frame)
    }

    const locate = (e: PointerEvent) => {
      const rect = container.getBoundingClientRect()
      const x = e.clientX - rect.left
      const y = e.clientY - rect.top
      return { x, y, inside: x >= 0 && y >= 0 && x <= rect.width && y <= rect.height }
    }

    const onPointerMove = (e: PointerEvent) => {
      const spot = locate(e)
      pointer.x = spot.x
      pointer.y = spot.y
      if (spot.inside !== pointer.inside) pointer.placed = false
      pointer.inside = spot.inside
      if (spot.inside) start()
    }

    const onPointerDown = (e: PointerEvent) => {
      const spot = locate(e)
      if (!spot.inside) return
      pointer.x = spot.x
      pointer.y = spot.y
      if (!pointer.inside) {
        pointer.lastX = spot.x
        pointer.lastY = spot.y
      }
      pointer.burst = 1.2
      start()
    }

    const onPointerLeave = () => {
      pointer.inside = false
      pointer.placed = false
      start()
    }

    const onPointerOut = (e: PointerEvent) => {
      if (!e.relatedTarget) onPointerLeave()
    }

    const onPointerUp = (e: PointerEvent) => {
      if (e.pointerType === "touch") onPointerLeave()
    }

    const onVisibility = () => {
      if (!document.hidden) start()
    }

    window.addEventListener("pointermove", onPointerMove, { passive: true })
    window.addEventListener("pointerdown", onPointerDown, { passive: true })
    window.addEventListener("pointerout", onPointerOut, { passive: true })
    window.addEventListener("pointerup", onPointerUp, { passive: true })
    window.addEventListener("blur", onPointerLeave)
    document.addEventListener("visibilitychange", onVisibility)

    const resizeObserver = new ResizeObserver(resize)
    resizeObserver.observe(container)
    const intersectionObserver = new IntersectionObserver(([entry]) => {
      visible = entry.isIntersecting
      start()
    })
    intersectionObserver.observe(container)

    wakeRef.current = () => {
      dirty = true
      start()
    }
    resize()

    return () => {
      alive = false
      visible = false
      cancelAnimationFrame(raf)
      resizeObserver.disconnect()
      intersectionObserver.disconnect()
      window.removeEventListener("pointermove", onPointerMove)
      window.removeEventListener("pointerdown", onPointerDown)
      window.removeEventListener("pointerout", onPointerOut)
      window.removeEventListener("pointerup", onPointerUp)
      window.removeEventListener("blur", onPointerLeave)
      document.removeEventListener("visibilitychange", onVisibility)
      wakeRef.current = null
      if (ripple) {
        dispose(ripple.read)
        dispose(ripple.write)
      }
      dispose(fieldTarget)
      gl.deleteTexture(atlasTexture.texture)
      gl.getExtension("WEBGL_lose_context")?.loseContext()
      if (canvas.parentNode) canvas.parentNode.removeChild(canvas)
    }
  }, [])

  return (
    <div
      ref={containerRef}
      data-slot="pattern-waves"
      className={cn("relative h-full w-full overflow-hidden", className)}
      style={style}
      {...rest}
    />
  )
}