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Magnify Link

A paragraph whose links preview through a magnifying glass. By default (show="links") the glass springs up only while the pointer is on a link. The lens is centered on the pointer, and the cursor is hidden over links. The glass pulls focus onto a live preview of the linked page. With show="always", the glass rests on the text all the time. There, plain text under it shows magnified and bent by the lens, with slight color fringing at the rim, and over a link it cross-fades to the preview. A hostname pill appears, and sliding along the link pans across the page. Clicking opens the link as usual. The rim and handle are real 3D metal (three.js), the glass surface has studio reflections, and the handle swings as you move. The container's edges blur out radially (sharp center, blurrier toward every side and corner) and fade into the background color.

React · Motion

Show
Text
Background
Metal
Grip

MagnifyGlass.tsx

"use client";

import {
  animate,
  motion,
  useMotionValue,
  useReducedMotion,
  useSpring,
  useTransform,
} from "motion/react";
import {
  useEffect,
  useId,
  useLayoutEffect,
  useMemo,
  useRef,
  useState,
  type CSSProperties,
  type ReactNode,
} from "react";
import * as THREE from "three";
import { RoomEnvironment } from "three/examples/jsm/environments/RoomEnvironment.js";

export interface MagnifyGlassProps {
  /** The text. Plain `<a href>` elements inside become previewable links. */
  children: ReactNode;
  /** Lens diameter, px. */
  size?: number;
  /** Text magnification under the glass. */
  zoom?: number;
  /** Link-preview magnification. 1 = the whole page width fits the lens. */
  previewZoom?: number;
  /** Virtual viewport link previews are laid out at, px. */
  pageWidth?: number;
  pageHeight?: number;
  /** Fish-eye bulge of the glass, 0–0.5. */
  distort?: number;
  /** Color fringing toward the rim, 0–0.2. */
  aberration?: number;
  /** Blur at the container's four edges, px. 0 = off. */
  edgeBlur?: number;
  /** How far the edge blur reaches in, px (`blurShape="edges"`). */
  edgeSize?: number;
  /** "radial": sharp center, blur grows toward every side and corner (elliptical).
   *  "edges": a band along each of the four edges. */
  blurShape?: "radial" | "edges";
  /** Fade the blurred rim into the background color so it blends with the page. */
  blend?: boolean;
  /** Rim, collar and end-cap metal (hex). */
  metal?: string;
  /** Handle grip (hex). */
  grip?: string;
  /** Royal dressing: beaded gold rim, gold-banded velvet grip, crowned pommel. Pairs with a gold `metal` and a deep `grip` color. */
  ornate?: boolean;
  /** Preview overrides by href: image URL or any node. Also: `<a data-preview="/shot.png">`. */
  previews?: Record<string, ReactNode | string>;
  /** "links": the glass appears only while the pointer is on a link (preview).
   *  "always": it rests on the text all the time and magnifies it. */
  show?: "links" | "always";
  /** Hide the cursor where the glass is showing: the lens center is the pointer. */
  hideCursor?: boolean;
  /** Lens fill behind the magnified text. Default: the nearest opaque background. */
  background?: string;
  className?: string;
  style?: CSSProperties;
}

const OS = 2; // the bent layer renders at 2x: smooth edges from a nearest-pixel SVG filter
const BASE_ANGLE = 45; // handle points down-right, degrees (screen)

interface Mounted {
  key: string; // absolute href
  src: ReactNode | string | undefined; // undefined = live iframe
}

export function MagnifyGlass({
  children,
  size = 200,
  zoom = 2,
  previewZoom = 3,
  pageWidth = 1280,
  pageHeight = 800,
  distort = 0.25,
  aberration = 0.025,
  edgeBlur = 12,
  edgeSize = 56,
  blurShape = "radial",
  blend = true,
  metal = "#d5d8de",
  grip = "#16161a",
  ornate = false,
  previews,
  show = "links",
  hideCursor = true,
  background,
  className,
  style,
}: MagnifyGlassProps) {
  const reduced = useReducedMotion() ?? false;
  const uid = useId().replace(/[^a-zA-Z0-9]/g, "");
  const rootRef = useRef<HTMLDivElement>(null);
  const innerRef = useRef<HTMLDivElement>(null);
  const lensRef = useRef<HTMLDivElement>(null);
  const canvasRef = useRef<HTMLCanvasElement>(null);

  const R = size / 2;
  const D = size * OS;
  const geo = useMemo(() => glassGeometry(size, ornate), [size, ornate]);

  // Lens center, in root coordinates.
  const tx = useMotionValue(0);
  const ty = useMotionValue(0);
  const sx = useSpring(tx, { stiffness: 380, damping: 34, mass: 0.7 });
  const sy = useSpring(ty, { stiffness: 380, damping: 34, mass: 0.7 });
  const X = reduced ? tx : sx;
  const Y = reduced ? ty : sy;

  // Where the text box sits inside the root (the clone in the lens copies it).
  const boxL = useMotionValue(0);
  const boxT = useMotionValue(0);
  const [boxW, setBoxW] = useState(0);

  // Link preview state.
  const px = useMotionValue(0.5);
  const py = useMotionValue(0.5);
  const spx = useSpring(px, { stiffness: 120, damping: 22 });
  const spy = useSpring(py, { stiffness: 120, damping: 22 });
  const PX = reduced ? px : spx;
  const PY = reduced ? py : spy;
  const mix = useMotionValue(0); // 0 = magnified text, 1 = link preview
  const [mounted, setMounted] = useState<Mounted[]>([]);
  const [shown, setShown] = useState<string | null>(null);
  const [loaded, setLoaded] = useState<Record<string, true>>({});

  const lensX = useTransform(X, (v) => v - R);
  const lensY = useTransform(Y, (v) => v - R);
  const canvasX = useTransform(X, (v) => v - geo.c);
  const canvasY = useTransform(Y, (v) => v - geo.c);
  const textTransform = useTransform([X, Y, boxL, boxT], ([x, y, l, t]: number[]) => {
    const k = zoom * OS;
    return `translate(${D / 2 - (x - l) * k}px, ${D / 2 - (y - t) * k}px) scale(${k})`;
  });
  const previewTransform = useTransform([PX, PY, mix], ([fx, fy, m]: number[]) => {
    const k = ((previewZoom * size) / pageWidth) * OS * (0.8 + 0.2 * m);
    const ox = clamp(D / 2 - fx * pageWidth * k, D - pageWidth * k, 0);
    const oy = clamp(D / 2 - (0.08 + 0.42 * fy) * pageHeight * k, D - pageHeight * k, 0);
    return `translate(${ox}px, ${oy}px) scale(${k})`;
  });
  const previewBlur = useTransform(mix, (m) => `blur(${(1 - m) * 5 * OS}px)`);

  // Keep the latest values for the frame loop without restarting it.
  const live = useRef({ X, Y, reduced, background, previews, show });
  live.current = { X, Y, reduced, background, previews, show };
  const insideRef = useRef(false);
  // Links mode: the whole glass comes and goes with the preview.
  const appear = useTransform(mix, (m) => (show === "links" ? clamp(m, 0, 1) : 1));
  const glassScale = useTransform(appear, (a) => 0.55 + 0.45 * a);
  const activeRef = useRef<string | null>(null);
  const lastPointer = useRef<string>("mouse");

  function activate(a: HTMLAnchorElement | null) {
    const key = a ? a.href : null;
    if (key === activeRef.current) return;
    const wasIdle = activeRef.current === null;
    activeRef.current = key;
    if (a && key && wasIdle && live.current.show === "links") {
      // Appear right at the pointer instead of sliding in from the last spot.
      sx.jump(tx.get());
      sy.jump(ty.get());
    }
    if (a && key) {
      const raw = a.getAttribute("href") ?? key;
      const p = live.current.previews;
      const src = p?.[raw] ?? p?.[key] ?? a.dataset.preview ?? undefined;
      setMounted((m) => (m.some((e) => e.key === key) ? m : [...m, { key, src }]));
      setShown(key);
    }
    if (live.current.reduced) mix.set(a ? 1 : 0);
    else animate(mix, a ? 1 : 0, a ? { type: "spring", stiffness: 260, damping: 26 } : { duration: 0.22 });
  }

  // Measure the text box; start the glass in the middle of it.
  useLayoutEffect(() => {
    const root = rootRef.current;
    const inner = innerRef.current;
    if (!root || !inner) return;
    let first = true;
    const measure = () => {
      boxL.set(inner.offsetLeft);
      boxT.set(inner.offsetTop);
      setBoxW(inner.offsetWidth);
      const w = root.clientWidth;
      const h = root.clientHeight;
      if (first) {
        first = false;
        tx.set(inner.offsetLeft + inner.offsetWidth * 0.5);
        ty.set(inner.offsetTop + inner.offsetHeight * 0.5);
        sx.jump(tx.get());
        sy.jump(ty.get());
      } else {
        tx.set(clamp(tx.get(), 0, w));
        ty.set(clamp(ty.get(), 0, h));
      }
    };
    measure();
    const ro = new ResizeObserver(measure);
    ro.observe(root);
    ro.observe(inner);
    return () => ro.disconnect();
    // eslint-disable-next-line react-hooks/exhaustive-deps
  }, []);

  // three.js: metal rim + handle and the glass surface, plus the frame loop
  // that hit-tests what's under the lens.
  useEffect(() => {
    const canvas = canvasRef.current;
    const root = rootRef.current;
    if (!canvas || !root) return;
    const scene3 = buildScene(canvas, geo, metal, grip, ornate);

    let visible = true;
    const io = new IntersectionObserver(([e]) => (visible = e.isIntersecting));
    io.observe(root);

    let raf = 0;
    let lastT = performance.now();
    let lastX = live.current.X.get();
    let lastY = live.current.Y.get();
    let swing = 0;
    let shiftX = 0;
    let shiftY = 0;
    let offLinkSince = 0;
    let frame = 0;
    let bg = "";

    const tick = (t: number) => {
      raf = requestAnimationFrame(tick);
      if (!visible || document.hidden) return;
      const dt = Math.max(1, t - lastT) / 1000;
      lastT = t;
      const { X: mx, Y: my, reduced: rm } = live.current;
      const x = mx.get();
      const y = my.get();
      const vx = (x - lastX) / dt;
      const vy = (y - lastY) / dt;
      lastX = x;
      lastY = y;

      // Lens fill: follow the page background (it can change).
      if (frame++ % 30 === 0) {
        const next = live.current.background ?? opaqueBackground(root);
        if (next !== bg) {
          bg = next;
          root.style.setProperty("--mglass-bg", bg); // lens fill + edge blend
        }
      }

      // What's under the lens center (links mode: under the pointer itself)?
      const linksMode = live.current.show === "links";
      const rect = root.getBoundingClientRect();
      const cx = rect.left + (linksMode ? tx.get() : x);
      const cy = rect.top + (linksMode ? ty.get() : y);
      const hit = linksMode && !insideRef.current ? null : document.elementFromPoint(cx, cy);
      const a = hit?.closest?.("a[href]") as HTMLAnchorElement | null;
      const link = a && innerRef.current?.contains(a) ? a : null;
      if (!link && linksMode && !insideRef.current && activeRef.current) activate(null);
      if (link) {
        offLinkSince = 0;
        const rects = Array.from(link.getClientRects());
        const r =
          rects.find((q) => cx >= q.left && cx <= q.right && cy >= q.top && cy <= q.bottom) ?? rects[0];
        if (r) {
          px.set(clamp((cx - r.left) / Math.max(1, r.width), 0, 1));
          py.set(clamp((cy - r.top) / Math.max(1, r.height), 0, 1));
        }
        activate(link);
      } else if (activeRef.current) {
        // Small grace period: gaps between words of a link don't flicker.
        if (!offLinkSince) offLinkSince = t;
        else if (t - offLinkSince > 90) activate(null);
      }

      // The handle swings against the motion; reflections slide a little.
      const target = rm ? 0 : clamp(-vx * 0.012 + vy * 0.006, -12, 12);
      swing += (target - swing) * Math.min(1, dt * 10);
      shiftX += ((rm ? 0 : clamp(vx * 0.00012, -0.08, 0.08)) - shiftX) * Math.min(1, dt * 6);
      shiftY += ((rm ? 0 : clamp(-vy * 0.00012, -0.08, 0.08)) - shiftY) * Math.min(1, dt * 6);
      scene3.update(BASE_ANGLE + swing, shiftX, shiftY);
    };
    raf = requestAnimationFrame(tick);

    return () => {
      cancelAnimationFrame(raf);
      io.disconnect();
      scene3.dispose();
    };
    // eslint-disable-next-line react-hooks/exhaustive-deps
  }, [geo, metal, grip, ornate]);

  function moveTo(clientX: number, clientY: number) {
    const root = rootRef.current;
    if (!root) return;
    const r = root.getBoundingClientRect();
    tx.set(clamp(clientX - r.left, 0, r.width));
    ty.set(clamp(clientY - r.top, 0, r.height));
  }

  const host = shown ? hostname(shown) : "";
  const map = useMemo(() => (distort > 0 ? displacementMap(D, distort) : null), [D, distort]);
  const filterId = `mglass-f-${uid}`;
  const scales = map ? [map.scale, map.scale * (1 + aberration), map.scale * (1 + 2 * aberration)] : [];

  return (
    <div
      ref={rootRef}
      data-mglass={uid}
      className={className}
      style={{ position: "relative", ...style }}
      onPointerEnter={() => (insideRef.current = true)}
      onPointerLeave={() => (insideRef.current = false)}
      onBlurCapture={() => (insideRef.current = false)}
      onPointerMove={(e) => {
        insideRef.current = true;
        lastPointer.current = e.pointerType;
        if (e.pointerType === "touch" && e.buttons === 0) return;
        moveTo(e.clientX, e.clientY);
      }}
      onPointerDown={(e) => {
        lastPointer.current = e.pointerType;
        moveTo(e.clientX, e.clientY);
      }}
      onClickCapture={(e) => {
        // Touch: first tap brings the glass to the link, second tap opens it.
        if (lastPointer.current !== "touch") return;
        const a = (e.target as Element).closest?.("a[href]") as HTMLAnchorElement | null;
        if (a && activeRef.current !== a.href) e.preventDefault();
      }}
      onFocusCapture={(e) => {
        const a = e.target as Element;
        if (!(a instanceof HTMLAnchorElement) || !a.matches(":focus-visible")) return;
        const r = a.getBoundingClientRect();
        insideRef.current = true;
        moveTo(r.left + r.width / 2, r.top + r.height / 2);
      }}
    >
      {hideCursor && (
        <style>{show === "links"
            ? `@media (pointer: fine) { [data-mglass="${uid}"] a[href], [data-mglass="${uid}"] a[href] * { cursor: none !important; } }`
            : `@media (pointer: fine) { [data-mglass="${uid}"], [data-mglass="${uid}"] * { cursor: none !important; } }`}</style>
      )}

      <div ref={innerRef} style={{ display: "flow-root" }}>
        {children}
      </div>

      {edgeBlur > 0 && <EdgeBlur blur={edgeBlur} size={edgeSize} shape={blurShape} blend={blend} />}

      {map && (
        <svg width="0" height="0" style={{ position: "absolute" }} aria-hidden>
          <filter
            id={filterId}
            x="0"
            y="0"
            width={D}
            height={D}
            filterUnits="userSpaceOnUse"
            colorInterpolationFilters="sRGB"
          >
            <feImage href={map.url} x="0" y="0" width={D} height={D} result="map" preserveAspectRatio="none" />
            {scales.map((s, i) => (
              <feDisplacementMap
                key={i}
                in="SourceGraphic"
                in2="map"
                scale={s}
                xChannelSelector="R"
                yChannelSelector="G"
                result={`d${i}`}
              />
            ))}
            <feColorMatrix in="d0" type="matrix" values="1 0 0 0 0  0 0 0 0 0  0 0 0 0 0  0 0 0 1 0" result="r" />
            <feColorMatrix in="d1" type="matrix" values="0 0 0 0 0  0 1 0 0 0  0 0 0 0 0  0 0 0 1 0" result="g" />
            <feColorMatrix in="d2" type="matrix" values="0 0 0 0 0  0 0 0 0 0  0 0 1 0 0  0 0 0 1 0" result="b" />
            <feComposite in="r" in2="g" operator="arithmetic" k2="1" k3="1" result="rg" />
            <feComposite in="rg" in2="b" operator="arithmetic" k2="1" k3="1" />
          </filter>
        </svg>
      )}

      {/* What you see through the glass. */}
      <motion.div
        ref={lensRef}
        aria-hidden
        style={{
          position: "absolute",
          left: 0,
          top: 0,
          x: lensX,
          y: lensY,
          opacity: appear,
          scale: glassScale,
          transformOrigin: "50% 50%",
          width: size,
          height: size,
          borderRadius: "50%",
          overflow: "hidden",
          pointerEvents: "none",
          zIndex: 2,
          background: "var(--mglass-bg, #fff)",
          isolation: "isolate",
        }}
      >
        <div
          style={{
            position: "absolute",
            left: 0,
            top: 0,
            width: D,
            height: D,
            overflow: "hidden",
            transform: `scale(${1 / OS})`,
            transformOrigin: "0 0",
            filter: map ? `url(#${filterId})` : undefined,
          }}
        >
          <div style={{ position: "absolute", inset: 0, background: "var(--mglass-bg, #fff)" }} />
          {show === "always" && (
          <motion.div
            inert
            style={{
              position: "absolute",
              left: 0,
              top: 0,
              width: boxW || undefined,
              display: "flow-root",
              transformOrigin: "0 0",
              transform: textTransform,
            }}
          >
            {children}
          </motion.div>
          )}

          {mounted.map((m) => (
            <motion.div
              key={m.key}
              style={{
                position: "absolute",
                left: 0,
                top: 0,
                width: pageWidth,
                height: pageHeight,
                transformOrigin: "0 0",
                transform: previewTransform,
                filter: previewBlur,
                opacity: m.key === shown ? mix : 0,
                background: "#f4f4f6",
              }}
            >
              <div
                style={{
                  position: "absolute",
                  inset: 0,
                  display: "grid",
                  placeItems: "center",
                  font: "600 56px/1.2 system-ui, sans-serif",
                  color: "#9a9aa6",
                  background: "repeating-linear-gradient(135deg, #f4f4f6 0 24px, #ececf0 24px 48px)",
                }}
              >
                {loaded[m.key] ? null : hostname(m.key)}
              </div>
              <PreviewBody
                href={m.key}
                src={m.src}
                loaded={!!loaded[m.key]}
                onLoad={() => setLoaded((l) => ({ ...l, [m.key]: true }))}
              />
            </motion.div>
          ))}
        </div>

        <motion.div
          style={{
            position: "absolute",
            left: "50%",
            bottom: size * 0.1,
            x: "-50%",
            opacity: mix,
            maxWidth: size * 0.7,
            padding: `${Math.max(2, size * 0.012)}px ${size * 0.045}px`,
            borderRadius: 999,
            background: "rgba(16,16,20,0.72)",
            backdropFilter: "blur(6px)",
            color: "#fff",
            font: `500 ${Math.max(10, size * 0.055)}px/1.5 system-ui, sans-serif`,
            whiteSpace: "nowrap",
            overflow: "hidden",
            textOverflow: "ellipsis",
          }}
        >
          {host} ↗
        </motion.div>
      </motion.div>

      {/* Metal + glass surface (three.js). */}
      <motion.canvas
        ref={canvasRef}
        aria-hidden
        style={{
          position: "absolute",
          left: 0,
          top: 0,
          x: canvasX,
          y: canvasY,
          opacity: appear,
          scale: glassScale,
          transformOrigin: `${geo.c}px ${geo.c}px`,
          width: geo.side,
          height: geo.side,
          pointerEvents: "none",
          zIndex: 3,
          filter: `drop-shadow(0 ${size * 0.05}px ${size * 0.06}px rgba(0,0,0,0.32))`,
        }}
      />
    </div>
  );
}

function PreviewBody({
  href,
  src,
  loaded,
  onLoad,
}: {
  href: string;
  src: ReactNode | string | undefined;
  loaded: boolean;
  onLoad: () => void;
}) {
  useEffect(() => {
    if (src !== undefined && typeof src !== "string") onLoad();
    // eslint-disable-next-line react-hooks/exhaustive-deps
  }, []);
  const fade: CSSProperties = { opacity: loaded ? 1 : 0, transition: "opacity 0.25s" };
  if (src === undefined)
    return (
      <iframe
        src={href}
        title=""
        tabIndex={-1}
        loading="eager"
        sandbox="allow-scripts allow-same-origin"
        onLoad={onLoad}
        style={{ position: "absolute", inset: 0, width: "100%", height: "100%", border: 0, ...fade }}
      />
    );
  if (typeof src === "string")
    return (
      <img
        src={src}
        alt=""
        onLoad={onLoad}
        style={{ position: "absolute", inset: 0, width: "100%", height: "100%", objectFit: "cover", objectPosition: "top", ...fade }}
      />
    );
  return <div style={{ position: "absolute", inset: 0 }}>{src}</div>;
}

/** Progressive blur: three backdrop-blur layers, each stronger and masked further out.
 *  "radial" masks are ellipses fit to the container (sharp center, blur rising toward
 *  every side and corner); "edges" masks are bands along the four edges. The layers
 *  reach `m` px past the container and fade out there, so the blur's own sampling
 *  edge never shows as a grey box. */
function EdgeBlur({
  blur,
  size,
  shape,
  blend,
}: {
  blur: number;
  size: number;
  shape: "radial" | "edges";
  blend: boolean;
}) {
  const m = Math.ceil(blur * 2.5);
  // On top of the blur: the background color itself, clear in the middle and
  // solid at the rim, so the blurred text dissolves into the page.
  const fade =
    shape === "radial"
      ? `radial-gradient(closest-side, transparent 46%, color-mix(in srgb, var(--mglass-bg, #fff) 70%, transparent) 74%, var(--mglass-bg, #fff) 94%)`
      : (() => {
          const g = (dir: string) =>
            `linear-gradient(${dir}, var(--mglass-bg, #fff) 0, var(--mglass-bg, #fff) ${m}px, transparent ${m + size}px, transparent calc(100% - ${m + size}px), var(--mglass-bg, #fff) calc(100% - ${m}px), var(--mglass-bg, #fff) 100%)`;
          return `${g("to right")}, ${g("to bottom")}`;
        })();
  return (
    <>
      {[1, 2, 3].map((i) => {
        let mask: CSSProperties;
        if (shape === "radial") {
          // Ellipse fit to the container: the mask tile is the container's size,
          // centered in the (2m larger) layer; outside the tile nothing is blurred.
          const from = [40, 56, 72][i - 1];
          const to = [76, 92, 110][i - 1];
          const img = `radial-gradient(closest-side, transparent ${from}%, #000 ${to}%)`;
          const tile = `calc(100% - ${2 * m}px) calc(100% - ${2 * m}px)`;
          mask = {
            maskImage: img,
            WebkitMaskImage: img,
            maskSize: tile,
            WebkitMaskSize: tile,
            maskPosition: "center",
            WebkitMaskPosition: "center",
            maskRepeat: "no-repeat",
            WebkitMaskRepeat: "no-repeat",
          };
        } else {
          const e = (size * (4 - i)) / 3;
          const g = (dir: string) =>
            `linear-gradient(${dir}, transparent 0, #000 ${m}px, transparent ${m + e}px, transparent calc(100% - ${m + e}px), #000 calc(100% - ${m}px), transparent 100%)`;
          const img = `${g("to right")}, ${g("to bottom")}`;
          mask = { maskImage: img, WebkitMaskImage: img };
        }
        return (
          <div
            key={i}
            aria-hidden
            style={{
              position: "absolute",
              inset: -m,
              pointerEvents: "none",
              zIndex: 1,
              backdropFilter: `blur(${(blur * i) / 3}px)`,
              WebkitBackdropFilter: `blur(${(blur * i) / 3}px)`,
              ...mask,
            }}
          />
        );
      })}
      {blend && (
        <div
          aria-hidden
          style={{ position: "absolute", inset: -m, pointerEvents: "none", zIndex: 1, background: fade }}
        />
      )}
    </>
  );
}

// ---------------------------------------------------------------- three.js

interface GlassGeometry {
  R: number; // lens radius (inner edge of the rim)
  rimW: number;
  rimD: number;
  Ro: number;
  thick: number; // handle diameter
  collar: number;
  grip: number;
  cap: number;
  side: number; // canvas size, px
  c: number; // lens center inside the canvas, px
}

function glassGeometry(size: number, ornate = false): GlassGeometry {
  const R = size / 2;
  const rimW = Math.max(8, size * 0.07);
  const rimD = rimW * 1.1;
  const Ro = R + rimW;
  const thick = Math.max(12, size * 0.11);
  const collar = size * 0.15;
  const grip = size * 0.6;
  const cap = thick * 0.5;
  const pad = thick * (ornate ? 2.6 : 1) + 12; // ornate: room for the pommel
  const c = Ro + pad;
  const side = Math.ceil(c + Ro + collar + grip + cap + pad);
  return { R, rimW, rimD, Ro, thick, collar, grip, cap, side, c };
}

/** Rounded rectangle in (radius, height), counter-clockwise: lathe normals face out. */
function roundedProfile(x0: number, x1: number, y0: number, y1: number, r: number) {
  const pts: THREE.Vector2[] = [];
  const corners: [number, number, number][] = [
    [x1 - r, y0 + r, -90],
    [x1 - r, y1 - r, 0],
    [x0 + r, y1 - r, 90],
    [x0 + r, y0 + r, 180],
  ];
  for (const [cx, cy, a0] of corners) {
    for (let i = 0; i <= 6; i++) {
      const a = ((a0 + (i / 6) * 90) * Math.PI) / 180;
      pts.push(new THREE.Vector2(cx + Math.cos(a) * r, cy + Math.sin(a) * r));
    }
  }
  pts.push(pts[0].clone());
  return pts;
}

/** Solid of revolution along +x (handle parts), from a radius function over [0, len]. */
function handlePart(len: number, radius: (t: number) => number, at: number, steps = 32) {
  const pts: THREE.Vector2[] = [new THREE.Vector2(0, 0)];
  for (let i = 0; i <= steps; i++) {
    const t = i / steps;
    pts.push(new THREE.Vector2(Math.max(0.01, radius(t)), t * len));
  }
  pts.push(new THREE.Vector2(0, len));
  const g = new THREE.LatheGeometry(pts, 48);
  g.translate(0, at, 0);
  g.rotateZ(-Math.PI / 2); // lathe axis Y -> +X
  return g;
}

/** Royal dressing: beaded rim, banded grip, crowned pommel. */
function addOrnaments(
  assembly: THREE.Group,
  handle: THREE.Group,
  g: GlassGeometry,
  metal: THREE.Material,
  mats: THREE.Material[],
  start: number,
) {
  const front = g.rimD / 2;
  const mid = (g.R + g.Ro) / 2;

  // Beads around the outer edge, skipping where the handle joins (−45°).
  const beadR = g.rimW * 0.2;
  const count = Math.round((Math.PI * 2 * g.Ro) / (beadR * 2.6));
  const beads = new THREE.InstancedMesh(new THREE.SphereGeometry(beadR, 12, 8), metal, count);
  const m4 = new THREE.Matrix4();
  let n = 0;
  for (let i = 0; i < count; i++) {
    const a = (i / count) * Math.PI * 2;
    const d = Math.atan2(Math.sin(a + Math.PI / 4), Math.cos(a + Math.PI / 4));
    if (Math.abs(d) < 0.32) continue;
    m4.makeTranslation(Math.cos(a) * (g.Ro + beadR * 0.35), Math.sin(a) * (g.Ro + beadR * 0.35), 0);
    beads.setMatrixAt(n++, m4);
  }
  beads.count = n;
  assembly.add(beads);

  // A fine raised line on the rim face.
  const line = new THREE.Mesh(new THREE.TorusGeometry(g.R + g.rimW * 0.18, g.rimW * 0.1, 8, 160), metal);
  line.position.z = front;
  assembly.add(line);

  // Handle (along +x): gold bands on the grip, crowned pommel.
  const t = g.thick / 2;
  for (const u of [0.08, 0.36, 0.64, 0.92]) {
    const band = new THREE.Mesh(new THREE.TorusGeometry(t * 1.02, t * 0.16, 10, 40), metal);
    band.rotation.y = Math.PI / 2; // ring around the handle axis
    band.position.x = start + g.collar + g.grip * u;
    handle.add(band);
  }
  const end = start + g.collar + g.grip;
  const neck = new THREE.Mesh(new THREE.CylinderGeometry(t * 0.75, t * 1.0, g.cap * 0.6, 24), metal);
  neck.rotation.z = -Math.PI / 2;
  neck.position.x = end + g.cap * 0.3;
  const bulb = new THREE.Mesh(new THREE.SphereGeometry(t * 1.25, 32, 20), metal);
  bulb.position.x = end + g.cap * 0.6 + t * 1.1;
  handle.add(neck, bulb);
  // Crown points around the far end of the pommel.
  for (let i = 0; i < 6; i++) {
    const a = (i / 6) * Math.PI * 2;
    const spike = new THREE.Mesh(new THREE.ConeGeometry(t * 0.22, t * 0.7, 10), metal);
    spike.rotation.z = -Math.PI / 2;
    spike.position.set(bulb.position.x + t * 1.2, Math.cos(a) * t * 0.6, Math.sin(a) * t * 0.6);
    handle.add(spike);
  }
}

const glassVertex = /* glsl */ `
  varying vec2 vUv;
  void main() {
    vUv = uv;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  }
`;

// Glass surface over the DOM lens: a domed, polished front face. Fresnel-weighted
// reflections of a studio (softbox + strip light), a ground bevel at the edge
// that darkens and tints green (glass thickness), and a fine lit edge line.
// Output is premultiplied; it never covers the content more than a veil.
const glassFragment = /* glsl */ `
  varying vec2 vUv;
  uniform vec2 uShift;
  uniform float uDome;

  float sdRoundBox(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 studio(vec2 q) {
    float key = 1.0 - smoothstep(-0.015, 0.05, sdRoundBox(q - vec2(-0.20, 0.25), vec2(0.15, 0.06), 0.045));
    float strip = 1.0 - smoothstep(-0.01, 0.035, sdRoundBox(q - vec2(0.27, -0.20), vec2(0.025, 0.13), 0.02));
    float fill = 1.0 - smoothstep(0.0, 0.25, length(q - vec2(0.0, 0.42)));
    return key * 0.85 + strip * 0.4 + fill * 0.08;
  }

  void main() {
    vec2 p = vUv * 2.0 - 1.0;
    float r = length(p);
    if (r > 1.0) discard;

    vec3 n = normalize(vec3(p * uDome, 1.0));
    float bevel = smoothstep(0.93, 1.0, r);
    n = normalize(mix(n, normalize(vec3(p, 0.6)), bevel * 0.6));

    vec3 v = vec3(0.0, 0.0, 1.0);
    float cosT = max(dot(n, v), 0.0);
    float F = 0.04 + 0.96 * pow(1.0 - cosT, 5.0);
    vec3 rd = reflect(-v, n);
    vec2 q = rd.xy / (1.0 + max(rd.z, 0.0)) + uShift;

    float refl = studio(q) * (0.4 + 1.2 * F) + F * 0.35;
    float lit = 0.5 + 0.5 * dot(p / max(r, 1e-4), normalize(vec2(-1.0, 1.0)));

    // Premultiplied layers, back to front.
    vec4 c = vec4(0.0);
    // Thickness at the edge: darker, faintly green.
    float ea = smoothstep(0.84, 1.0, r) * 0.38;
    c = vec4(vec3(0.04, 0.09, 0.07) * ea, ea);
    // Reflections: a white veil.
    float ra = clamp(refl, 0.0, 0.75);
    c = vec4(vec3(1.0) * ra + c.rgb * (1.0 - ra), ra + c.a * (1.0 - ra));
    // Lit edge line just inside the rim.
    float line = smoothstep(0.95, 0.972, r) * (1.0 - smoothstep(0.972, 0.994, r)) * (0.25 + 0.65 * lit);
    c = vec4(vec3(1.0) * line + c.rgb * (1.0 - line), line + c.a * (1.0 - line));
    // Very faint overall sheen so the glass reads as glass.
    float s = 0.03;
    c = vec4(vec3(0.85, 0.92, 1.0) * s + c.rgb * (1.0 - s), s + c.a * (1.0 - s));

    gl_FragColor = c;
  }
`;

function buildScene(
  canvas: HTMLCanvasElement,
  g: GlassGeometry,
  metalHex: string,
  gripHex: string,
  ornate: boolean,
) {
  const dpr = Math.min(2, window.devicePixelRatio || 1);
  const renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true, premultipliedAlpha: true });
  renderer.setPixelRatio(dpr);
  renderer.setSize(g.side, g.side, false);
  renderer.setClearColor(0x000000, 0);
  renderer.toneMapping = THREE.ACESFilmicToneMapping;
  renderer.toneMappingExposure = 1.05;
  renderer.outputColorSpace = THREE.SRGBColorSpace;

  const scene = new THREE.Scene();
  const pmrem = new THREE.PMREMGenerator(renderer);
  const room = new RoomEnvironment();
  const envRT = pmrem.fromScene(room, 0.03);
  scene.environment = envRT.texture;
  room.dispose();
  pmrem.dispose();

  const key = new THREE.DirectionalLight(0xffffff, 1.6);
  key.position.set(-1, 1.3, 1.6);
  scene.add(key);
  const rimLight = new THREE.DirectionalLight(0xcfe0ff, 0.7);
  rimLight.position.set(1.2, -0.6, 0.8);
  scene.add(rimLight);

  const half = g.side / 2;
  const camera = new THREE.OrthographicCamera(-half, half, half, -half, -2000, 2000);
  camera.position.set(0, 0, 1000);

  const metal = new THREE.MeshPhysicalMaterial({
    color: new THREE.Color(metalHex),
    metalness: 1,
    roughness: 0.17,
    clearcoat: 0.6,
    clearcoatRoughness: 0.06,
    envMapIntensity: 1.25,
  });
  const gripMat = ornate
    ? new THREE.MeshPhysicalMaterial({
        // Velvet: rough base with a bright sheen at grazing angles.
        color: new THREE.Color(gripHex),
        metalness: 0,
        roughness: 0.75,
        sheen: 1,
        sheenRoughness: 0.35,
        sheenColor: new THREE.Color(gripHex).lerp(new THREE.Color("#ffffff"), 0.45),
        envMapIntensity: 1,
      })
    : new THREE.MeshPhysicalMaterial({
        color: new THREE.Color(gripHex),
        metalness: 0,
        roughness: 0.36,
        clearcoat: 1,
        clearcoatRoughness: 0.1,
        envMapIntensity: 1,
      });
  const extraMats: THREE.Material[] = [];

  const assembly = new THREE.Group();
  assembly.position.set(g.c - half, half - g.c, 0);
  scene.add(assembly);

  // Rim: a rounded band, revolved.
  const rimGeo = new THREE.LatheGeometry(
    roundedProfile(g.R - 1, g.Ro, -g.rimD / 2, g.rimD / 2, Math.min(g.rimW, g.rimD) * 0.45),
    192,
  );
  rimGeo.rotateX(Math.PI / 2); // lathe axis Y -> toward the camera
  const rim = new THREE.Mesh(rimGeo, metal);
  assembly.add(rim);

  // Handle: collar (flared ferrule), grip (lacquered, slight swell, two grooves), end cap.
  const handle = new THREE.Group();
  const t = g.thick / 2;
  const start = g.Ro - g.rimW * 0.45;
  const collarGeo = handlePart(
    g.collar,
    (u) => {
      const flare = t * (0.62 + 0.42 * smooth(0, 0.7, u));
      const bead = u > 0.78 && u < 0.92 ? t * 0.1 * Math.sin(((u - 0.78) / 0.14) * Math.PI) : 0;
      return u > 0.95 ? t * 0.98 : flare + bead;
    },
    start,
  );
  const gripGeo = handlePart(
    g.grip,
    (u) => {
      const swell = t * (0.95 + 0.1 * Math.sin(u * Math.PI));
      const groove = (Math.abs(u - 0.12) < 0.02 || Math.abs(u - 0.88) < 0.02) ? -t * 0.08 : 0;
      return swell + groove;
    },
    start + g.collar,
    64,
  );
  const capGeo = handlePart(
    g.cap,
    (u) => t * 0.98 * Math.sqrt(Math.max(0, 1 - Math.pow(Math.max(0, u - 0.25) / 0.75, 2))),
    start + g.collar + g.grip,
  );
  handle.add(new THREE.Mesh(collarGeo, metal), new THREE.Mesh(gripGeo, gripMat));
  if (!ornate) handle.add(new THREE.Mesh(capGeo, metal));
  assembly.add(handle);
  if (ornate) addOrnaments(assembly, handle, g, metal, extraMats, start);

  // Glass face.
  const glassMat = new THREE.ShaderMaterial({
    vertexShader: glassVertex,
    fragmentShader: glassFragment,
    uniforms: { uShift: { value: new THREE.Vector2() }, uDome: { value: 0.32 } },
    transparent: true,
    depthWrite: false,
    premultipliedAlpha: true,
    blending: THREE.CustomBlending,
    blendSrc: THREE.OneFactor,
    blendDst: THREE.OneMinusSrcAlphaFactor,
    blendSrcAlpha: THREE.OneFactor,
    blendDstAlpha: THREE.OneMinusSrcAlphaFactor,
  });
  const glass = new THREE.Mesh(new THREE.CircleGeometry(g.R, 128), glassMat);
  glass.position.z = 0;
  glass.renderOrder = 1;
  assembly.add(glass);

  return {
    update(angleDeg: number, shiftX: number, shiftY: number) {
      handle.rotation.z = (-angleDeg * Math.PI) / 180;
      glassMat.uniforms.uShift.value.set(shiftX, shiftY);
      scene.environmentRotation.set(shiftY * 2, shiftX * 3, 0);
      renderer.render(scene, camera);
    },
    dispose() {
      scene.traverse((o) => {
        if (o instanceof THREE.Mesh) o.geometry.dispose();
      });
      metal.dispose();
      gripMat.dispose();
      for (const m of extraMats) m.dispose();
      glassMat.dispose();
      envRT.dispose();
      renderer.dispose();
    },
  };
}

// ---------------------------------------------------------------- helpers

/** Fish-eye map for feDisplacementMap: center samples closer in (magnified), the edge squeezes. */
function displacementMap(size: number, k: number) {
  if (typeof document === "undefined") return null;
  const n = Math.max(32, Math.min(512, Math.round(size)));
  const c = document.createElement("canvas");
  c.width = c.height = n;
  const ctx = c.getContext("2d");
  if (!ctx) return null;
  const img = ctx.createImageData(n, n);
  // Largest offset is ≈ 0.385 k radius; fit the 8-bit channel to that (plus room for aberration).
  const scale = Math.max(1, 2 * 0.42 * k * (size / 2));
  for (let j = 0; j < n; j++) {
    for (let i = 0; i < n; i++) {
      const dx = ((i + 0.5) / n) * 2 - 1;
      const dy = ((j + 0.5) / n) * 2 - 1;
      const r2 = Math.min(1, dx * dx + dy * dy);
      const f = -k * (1 - r2); // source radius r' = r (1 - k (1 - r²))
      const o = (j * n + i) * 4;
      img.data[o] = Math.round(clamp(0.5 + (f * dx * (size / 2)) / scale, 0, 1) * 255);
      img.data[o + 1] = Math.round(clamp(0.5 + (f * dy * (size / 2)) / scale, 0, 1) * 255);
      img.data[o + 2] = 128;
      img.data[o + 3] = 255;
    }
  }
  ctx.putImageData(img, 0, 0);
  return { url: c.toDataURL(), scale };
}

function opaqueBackground(el: HTMLElement | null): string {
  for (let e = el; e; e = e.parentElement) {
    const c = getComputedStyle(e).backgroundColor;
    if (c && c !== "transparent" && !/rgba\(.*,\s*0\)$/.test(c)) return c;
  }
  return "#ffffff";
}

function hostname(href: string) {
  try {
    return new URL(href).hostname.replace(/^www\./, "");
  } catch {
    return href;
  }
}

function smooth(a: number, b: number, x: number) {
  const t = clamp((x - a) / (b - a), 0, 1);
  return t * t * (3 - 2 * t);
}

function clamp(v: number, lo: number, hi: number) {
  return v < lo ? lo : v > hi ? hi : v;
}