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Atelier UI 1.0.0 ©2026
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  5. Curve Media

Curve Media

An SEO-friendly WebGL image or video with scroll-velocity driven bend and chromatic aberration.

React Three Fiber
Drei
Lenis
https://atelier-ui.com/curve-media

Settings

type
amplitude
0.03
aberration
0.003
smoothing
6.0
segments
32
webgl-enabled
See the documentation below for more options.

Install

npx atelier-ui add curve-media
npm install three @react-three/fiber @react-three/drei
curve-media.tsx
import { shaderMaterial } from "@react-three/drei"
import { extend, type ThreeElement, useFrame } from "@react-three/fiber"
import { useEffect, useRef } from "react"
import { MathUtils, Texture } from "three"
import { WebglImage } from "../webgl-image/webgl-image"
import { WebglVideo } from "../webgl-video/webgl-video"

declare module "@react-three/fiber" {
    interface ThreeElements {
        curveMediaMat: ThreeElement<typeof CurveMediaMat>
    }
}

const vertexShader = /* glsl */ `
    precision highp float;
    varying vec2 vUv;
    uniform float uVelocity;
    uniform float uAmplitude;

    const float PI = 3.14159265;

    void main() {
        vUv = uv;
        vec3 pos = position;

        float bend = sin(uv.x * PI);

        pos.y += bend * uVelocity * uAmplitude;

        gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
`

const fragmentShader = /* glsl */ `
    precision highp float;
    varying vec2 vUv;
    uniform sampler2D uMap;
    uniform float uVelocity;
    uniform float uAberration;

    void main() {
        float shift = uVelocity * uAberration;
        vec2 offset = vec2(0.0, shift);

        float r = texture2D(uMap, vUv + offset).r;
        float g = texture2D(uMap, vUv).g;
        float b = texture2D(uMap, vUv - offset).b;

        gl_FragColor = vec4(r, g, b, 1.0);
    }
`

const CurveMediaMat = shaderMaterial(
    {
        uMap: new Texture(),
        uVelocity: 0,
        uAmplitude: 0,
        uAberration: 0,
    },
    vertexShader,
    fragmentShader,
)

extend({ CurveMediaMat })

export type CurveEffectProps = {
    amplitude?: number
    aberration?: number
    smoothing?: number
    segments?: number
    webglEnabled?: boolean
}

type CurveMediaMaterialProps = {
    map: Texture
} & Required<Pick<CurveEffectProps, "amplitude" | "aberration" | "smoothing">>

type CurveMediaImageProps = CurveEffectProps & {
    type?: "image"
    src: string
    alt: string
} & Omit<React.ComponentPropsWithoutRef<"img">, "src" | "alt">

type CurveMediaVideoProps = CurveEffectProps & {
    type: "video"
    src: string
} & Omit<React.ComponentPropsWithoutRef<"video">, "src">

export type CurveMediaProps = CurveMediaImageProps | CurveMediaVideoProps

function CurveMediaMaterial({ map, amplitude, aberration, smoothing }: CurveMediaMaterialProps) {
    const ref = useRef<InstanceType<typeof CurveMediaMat>>(null)
    const lastScrollY = useRef(0)
    const velocity = useRef(0)

    useEffect(() => {
        lastScrollY.current = window.scrollY
    }, [])

    useFrame((_, delta) => {
        const material = ref.current
        if (!material) return
        const current = window.scrollY
        const instantDelta = current - lastScrollY.current
        lastScrollY.current = current

        if (delta === 0) return
        const target = instantDelta / delta / window.innerHeight
        velocity.current = MathUtils.damp(velocity.current, target, smoothing, delta)
        material.uVelocity = velocity.current
    })

    return (
        <curveMediaMat
            ref={ref}
            key={CurveMediaMat.key}
            uMap={map}
            uAmplitude={amplitude}
            uAberration={aberration}
            transparent
        />
    )
}

export function CurveMedia(props: CurveMediaProps) {
    const {
        amplitude = 0.03,
        aberration = 0.003,
        smoothing = 6,
        segments = 32,
        webglEnabled = true,
        ...rest
    } = props

    // Scroll-velocity is read from the window each frame, so the same material
    // runs on both the image and video primitives (they share the WebGL plane contract).
    const material = (map: Texture) => (
        <CurveMediaMaterial
            map={map}
            amplitude={amplitude}
            aberration={aberration}
            smoothing={smoothing}
        />
    )

    if (rest.type === "video") {
        const { type: _type, ...videoProps } = rest
        return (
            <WebglVideo
                segments={segments}
                webglEnabled={webglEnabled}
                material={material}
                {...videoProps}
            />
        )
    }

    const { type: _type, ...imageProps } = rest
    return (
        <WebglImage
            segments={segments}
            webglEnabled={webglEnabled}
            material={material}
            {...imageProps}
        />
    )
}
webgl-image.tsx
import { useTexture } from "@react-three/drei"
import { useFrame, useThree } from "@react-three/fiber"
import {
    type ComponentRef,
    type RefObject,
    useEffect,
    useLayoutEffect,
    useMemo,
    useRef,
} from "react"
import { type Mesh, type Texture, Vector2 } from "three"
import { webglTeleport } from "../webgl-portal/webgl-portal"

export type Pointer = {
    uv: Vector2
    texUv: Vector2
    repeat: Vector2
    hover: number
}

type WebglImageProps = {
    src: string
    alt: string
    material?: (map: Texture, pointer: Pointer) => React.ReactNode
    webglEnabled?: boolean
    segments?: number
    zIndex?: number
    /**
     * Re-measures the DOM rect every frame so the plane follows animated parents (motion, parallax).
     * Costs one layout read per frame, so only enable it when needed.
     */
    autoReflow?: boolean
} & Omit<React.ComponentPropsWithoutRef<"img">, "children" | "src" | "alt">

type PlaneProps = {
    el: RefObject<HTMLImageElement | null>
    src: string
    segments: number
    material?: (map: Texture, pointer: Pointer) => React.ReactNode
    pointer: Pointer
    uvFit: RefObject<{ x: number; y: number }>
    zIndex: number
    autoReflow: boolean
}

function Plane({ el, src, segments, material, pointer, uvFit, zIndex, autoReflow }: PlaneProps) {
    const mesh = useRef<Mesh>(null)
    const texture = useTexture(src)
    const size = useThree((s) => s.size)
    const viewport = useThree((s) => s.viewport)
    const fitScale = useRef({ x: 1, y: 1 })
    const bounds = useRef({ x: 0, y: 0, width: 0, height: 0 })

    useLayoutEffect(() => {
        const target = el.current
        if (!target) return

        const measure = () => {
            const m = mesh.current
            if (!m) return

            /*
             * Rect in document coords so viewport position later needs only
             * window.scrollX/Y, instead of re-measuring bounds every render.
             */
            const rect = target.getBoundingClientRect()
            bounds.current.x = rect.left + window.scrollX
            bounds.current.y = rect.top + window.scrollY
            bounds.current.width = rect.width
            bounds.current.height = rect.height

            /*
             * Replicate CSS object-fit: cover crops via UV repeat/offset,
             * contain shrinks the mesh scale (UVs alone can't letterbox).
             */
            const image = texture.image as HTMLImageElement
            const objectFit = getComputedStyle(target).objectFit
            const planeAspect = rect.width / rect.height
            const imageAspect = image.width / image.height

            let repeatU = 1
            let repeatV = 1

            fitScale.current.x = 1
            fitScale.current.y = 1

            if (objectFit === "cover") {
                if (planeAspect > imageAspect) {
                    repeatV = imageAspect / planeAspect
                } else {
                    repeatU = planeAspect / imageAspect
                }
            } else if (objectFit === "contain") {
                if (planeAspect > imageAspect) {
                    fitScale.current.x = imageAspect / planeAspect
                } else {
                    fitScale.current.y = planeAspect / imageAspect
                }
            }

            const offsetU = (1 - repeatU) / 2
            const offsetV = (1 - repeatV) / 2

            pointer.repeat.set(repeatU, repeatV)
            uvFit.current.x = repeatU / fitScale.current.x
            uvFit.current.y = repeatV / fitScale.current.y

            const uvAttribute = m.geometry.attributes.uv

            for (let iy = 0; iy <= segments; iy++) {
                for (let ix = 0; ix <= segments; ix++) {
                    const idx = iy * (segments + 1) + ix
                    const u = ix / segments
                    const v = 1 - iy / segments
                    uvAttribute.setXY(idx, u * repeatU + offsetU, v * repeatV + offsetV)
                }
            }

            uvAttribute.needsUpdate = true
        }

        measure()

        const ro = new ResizeObserver(measure)
        ro.observe(target)
        ro.observe(document.body)
        return () => ro.disconnect()
    }, [el, texture, segments, uvFit, pointer])

    useFrame(() => {
        const m = mesh.current
        if (!m) return
        const pxToWorld = viewport.height / size.height

        /*
         * autoReflow re-reads the rect each frame so the mesh follows parent
         * CSS transforms like parallax. One layout read per frame.
         */
        if (autoReflow && el.current) {
            const rect = el.current.getBoundingClientRect()
            m.position.x = (rect.left + rect.width / 2 - size.width / 2) * pxToWorld
            m.position.y = -(rect.top + rect.height / 2 - size.height / 2) * pxToWorld
            m.scale.x = rect.width * pxToWorld * fitScale.current.x
            m.scale.y = rect.height * pxToWorld * fitScale.current.y
            return
        }

        const { x, y, width, height } = bounds.current
        m.position.x = (x + width / 2 - window.scrollX - size.width / 2) * pxToWorld
        m.position.y = -(y + height / 2 - window.scrollY - size.height / 2) * pxToWorld
        m.scale.x = width * pxToWorld * fitScale.current.x
        m.scale.y = height * pxToWorld * fitScale.current.y
    })

    return (
        <mesh ref={mesh} renderOrder={zIndex}>
            <planeGeometry args={[1, 1, segments, segments]} />
            {material ? (
                material(texture, pointer)
            ) : (
                <meshBasicMaterial map={texture} transparent />
            )}
        </mesh>
    )
}

export function WebglImage({
    src,
    alt,
    className,
    style,
    material,
    webglEnabled = true,
    segments = 1,
    zIndex = 0,
    autoReflow = false,
    ...rest
}: WebglImageProps) {
    const el = useRef<ComponentRef<"img">>(null)
    const uvFit = useRef({ x: 1, y: 1 })
    const pointer = useMemo<Pointer>(() => {
        return {
            uv: new Vector2(0.5, 0.5),
            texUv: new Vector2(0.5, 0.5),
            repeat: new Vector2(1, 1),
            hover: 0,
        }
    }, [])

    useEffect(() => {
        if (!webglEnabled) return
        const target = el.current
        if (!target) return

        /*
         * Pointer events still fire on the DOM element through opacity:0,
         * so the browser tells us when the cursor is over it.
         */
        const onMove = (e: PointerEvent) => {
            const { width, left, top, height } = target.getBoundingClientRect()
            const x = (e.clientX - left) / width
            const y = 1 - (e.clientY - top) / height
            const fit = uvFit.current
            pointer.uv.set(x, y)
            pointer.texUv.set(x * fit.x + (1 - fit.x) / 2, y * fit.y + (1 - fit.y) / 2)
        }

        const onEnter = () => (pointer.hover = 1)
        const onLeave = () => (pointer.hover = 0)

        target.addEventListener("pointermove", onMove)
        target.addEventListener("pointerenter", onEnter)
        target.addEventListener("pointerleave", onLeave)

        /*
         * Hover in too fast and pointerenter fires before these listeners
         * attach, so seed hover from the live :hover state instead.
         */
        if (target.matches(":hover")) pointer.hover = 1

        return () => {
            target.removeEventListener("pointermove", onMove)
            target.removeEventListener("pointerenter", onEnter)
            target.removeEventListener("pointerleave", onLeave)
        }
    }, [webglEnabled, pointer])

    return (
        <>
            <img
                ref={el}
                src={src}
                alt={alt}
                className={className}
                style={webglEnabled ? { ...style, opacity: 0 } : style}
                {...rest}
            />

            {webglEnabled && (
                <webglTeleport.In>
                    <Plane
                        el={el}
                        src={src}
                        segments={segments}
                        material={material}
                        pointer={pointer}
                        uvFit={uvFit}
                        zIndex={zIndex}
                        autoReflow={autoReflow}
                    />
                </webglTeleport.In>
            )}
        </>
    )
}
webgl-video.tsx
import { useFrame, useThree } from "@react-three/fiber"
import {
    type ComponentRef,
    type RefObject,
    useEffect,
    useLayoutEffect,
    useMemo,
    useRef,
    useState,
} from "react"
import { type Mesh, SRGBColorSpace, type Texture, Vector2, VideoTexture } from "three"
import { webglTeleport } from "../webgl-portal/webgl-portal"

export type Pointer = {
    uv: Vector2
    texUv: Vector2
    repeat: Vector2
    hover: number
}

type WebglVideoProps = {
    src: string
    material?: (map: Texture, pointer: Pointer) => React.ReactNode
    webglEnabled?: boolean
    segments?: number
    zIndex?: number
    /**
     * Re-measures the DOM rect every frame so the plane follows animated parents (motion, parallax).
     * Costs one layout read per frame, so only enable it when needed.
     */
    autoReflow?: boolean
} & Omit<React.ComponentPropsWithoutRef<"video">, "children" | "src">

type PlaneProps = {
    el: RefObject<HTMLVideoElement | null>
    segments: number
    material?: (map: Texture, pointer: Pointer) => React.ReactNode
    pointer: Pointer
    uvFit: RefObject<{ x: number; y: number }>
    zIndex: number
    autoReflow: boolean
}

function Plane({ el, segments, material, pointer, uvFit, zIndex, autoReflow }: PlaneProps) {
    const mesh = useRef<Mesh>(null)
    const [texture, setTexture] = useState<VideoTexture | null>(null)
    const size = useThree((state) => state.size)
    const viewport = useThree((state) => state.viewport)
    const fitScale = useRef({ x: 1, y: 1 })
    const bounds = useRef({ x: 0, y: 0, width: 0, height: 0 })

    useLayoutEffect(() => {
        const video = el.current
        if (!video) return

        /*
         * Build the texture from the DOM <video> itself so a single element
         * decodes once. VideoTexture pulls each new frame from it.
         */
        const videoTexture = new VideoTexture(video)
        videoTexture.colorSpace = SRGBColorSpace
        setTexture(videoTexture)
        return () => videoTexture.dispose()
    }, [el])

    useLayoutEffect(() => {
        const target = el.current
        if (!target || !texture) return

        const measure = () => {
            const m = mesh.current
            if (!m) return

            /*
             * Rect in document coords so viewport position later needs only
             * window.scrollX/Y, instead of re-measuring bounds every render.
             */
            const rect = target.getBoundingClientRect()
            bounds.current.x = rect.left + window.scrollX
            bounds.current.y = rect.top + window.scrollY
            bounds.current.width = rect.width
            bounds.current.height = rect.height

            /*
             * Replicate CSS object-fit: cover crops via UV repeat/offset,
             * contain shrinks the mesh scale (UVs alone can't letterbox).
             */
            const video = texture.image as HTMLVideoElement
            const objectFit = getComputedStyle(target).objectFit
            const planeAspect = rect.width / rect.height
            const videoAspect = video.videoWidth / video.videoHeight

            let repeatU = 1
            let repeatV = 1

            fitScale.current.x = 1
            fitScale.current.y = 1

            /* videoWidth/Height are 0 until metadata loads, so skip cropping until then. */
            if (video.videoWidth > 0) {
                if (objectFit === "cover") {
                    if (planeAspect > videoAspect) {
                        repeatV = videoAspect / planeAspect
                    } else {
                        repeatU = planeAspect / videoAspect
                    }
                } else if (objectFit === "contain") {
                    if (planeAspect > videoAspect) {
                        fitScale.current.x = videoAspect / planeAspect
                    } else {
                        fitScale.current.y = planeAspect / videoAspect
                    }
                }
            }

            const offsetU = (1 - repeatU) / 2
            const offsetV = (1 - repeatV) / 2

            pointer.repeat.set(repeatU, repeatV)
            uvFit.current.x = repeatU / fitScale.current.x
            uvFit.current.y = repeatV / fitScale.current.y

            const uvAttribute = m.geometry.attributes.uv

            for (let iy = 0; iy <= segments; iy++) {
                for (let ix = 0; ix <= segments; ix++) {
                    const idx = iy * (segments + 1) + ix
                    const u = ix / segments
                    const v = 1 - iy / segments
                    uvAttribute.setXY(idx, u * repeatU + offsetU, v * repeatV + offsetV)
                }
            }

            uvAttribute.needsUpdate = true
        }

        measure()

        /* Re-measure once the video reports its intrinsic size. */
        target.addEventListener("loadedmetadata", measure)
        target.addEventListener("resize", measure)

        const ro = new ResizeObserver(measure)
        ro.observe(target)
        ro.observe(document.body)
        return () => {
            ro.disconnect()
            target.removeEventListener("loadedmetadata", measure)
            target.removeEventListener("resize", measure)
        }
    }, [el, texture, segments, uvFit, pointer])

    useFrame(() => {
        const m = mesh.current
        if (!m) return

        /* Browsers without requestVideoFrameCallback need an explicit pull. */
        texture?.update()

        const pxToWorld = viewport.height / size.height

        /*
         * autoReflow re-reads the rect each frame so the mesh follows parent
         * CSS transforms like parallax. One layout read per frame.
         */
        if (autoReflow && el.current) {
            const rect = el.current.getBoundingClientRect()
            m.position.x = (rect.left + rect.width / 2 - size.width / 2) * pxToWorld
            m.position.y = -(rect.top + rect.height / 2 - size.height / 2) * pxToWorld
            m.scale.x = rect.width * pxToWorld * fitScale.current.x
            m.scale.y = rect.height * pxToWorld * fitScale.current.y
            return
        }

        const { x, y, width, height } = bounds.current
        m.position.x = (x + width / 2 - window.scrollX - size.width / 2) * pxToWorld
        m.position.y = -(y + height / 2 - window.scrollY - size.height / 2) * pxToWorld
        m.scale.x = width * pxToWorld * fitScale.current.x
        m.scale.y = height * pxToWorld * fitScale.current.y
    })

    if (!texture) return null

    return (
        <mesh ref={mesh} renderOrder={zIndex}>
            <planeGeometry args={[1, 1, segments, segments]} />
            {material ? (
                material(texture, pointer)
            ) : (
                <meshBasicMaterial map={texture} transparent />
            )}
        </mesh>
    )
}

export function WebglVideo({
    src,
    className,
    style,
    material,
    webglEnabled = true,
    segments = 1,
    zIndex = 0,
    autoReflow = false,
    autoPlay = true,
    muted = true,
    loop = true,
    playsInline = true,
    ...rest
}: WebglVideoProps) {
    const el = useRef<ComponentRef<"video">>(null)
    const uvFit = useRef({ x: 1, y: 1 })
    const pointer = useMemo<Pointer>(() => {
        return {
            uv: new Vector2(0.5, 0.5),
            texUv: new Vector2(0.5, 0.5),
            repeat: new Vector2(1, 1),
            hover: 0,
        }
    }, [])

    useEffect(() => {
        if (!webglEnabled) return
        const target = el.current
        if (!target) return

        /*
         * Pointer events still fire on the DOM element through opacity:0,
         * so the browser tells us when the cursor is over it.
         */
        const onMove = (event: PointerEvent) => {
            const { width, left, top, height } = target.getBoundingClientRect()
            const x = (event.clientX - left) / width
            const y = 1 - (event.clientY - top) / height
            const fit = uvFit.current
            pointer.uv.set(x, y)
            pointer.texUv.set(x * fit.x + (1 - fit.x) / 2, y * fit.y + (1 - fit.y) / 2)
        }

        const onEnter = () => (pointer.hover = 1)
        const onLeave = () => (pointer.hover = 0)

        target.addEventListener("pointermove", onMove)
        target.addEventListener("pointerenter", onEnter)
        target.addEventListener("pointerleave", onLeave)

        /*
         * Hover in too fast and pointerenter fires before these listeners
         * attach, so seed hover from the live :hover state instead.
         */
        if (target.matches(":hover")) pointer.hover = 1

        return () => {
            target.removeEventListener("pointermove", onMove)
            target.removeEventListener("pointerenter", onEnter)
            target.removeEventListener("pointerleave", onLeave)
        }
    }, [webglEnabled, pointer])

    return (
        <>
            <video
                ref={el}
                src={src}
                className={className}
                style={webglEnabled ? { ...style, opacity: 0 } : style}
                autoPlay={autoPlay}
                muted={muted}
                loop={loop}
                playsInline={playsInline}
                {...rest}
            />

            {webglEnabled && (
                <webglTeleport.In>
                    <Plane
                        el={el}
                        segments={segments}
                        material={material}
                        pointer={pointer}
                        uvFit={uvFit}
                        zIndex={zIndex}
                        autoReflow={autoReflow}
                    />
                </webglTeleport.In>
            )}
        </>
    )
}
smooth-scroll.tsx
"use client"

import type { LenisOptions } from "lenis"
import { type LenisRef, ReactLenis } from "lenis/react"
import { cancelFrame, type FrameData, frame } from "motion"
import { type ReactNode, useEffect, useRef } from "react"

type SmoothScrollProps = {
    children: ReactNode
    options?: LenisOptions
}

/**
 * Smooth scroll for the whole page (for now).
 *
 * Motion is the clock: scroll, animations, and WebGL usually each run on
 * their own loop, and can fall out of sync. This provider runs them on a
 * single loop, in a fixed order, so they always move together.
 */
export function SmoothScroll({ children, options }: SmoothScrollProps) {
    const lenisRef = useRef<LenisRef>(null)

    useEffect(() => {
        function update(data: FrameData) {
            lenisRef.current?.lenis?.raf(data.timestamp)
        }
        frame.update(update, true)
        return () => cancelFrame(update)
    }, [])

    return (
        <ReactLenis root ref={lenisRef} options={{ syncTouch: true, ...options, autoRaf: false }}>
            {children}
        </ReactLenis>
    )
}
prompt.md
## Integrate the <CurveMedia /> component from Atelier UI

You are helping integrate an open-source React component into an existing application.

### Component: CurveMedia
### Description: An SEO-friendly WebGL image or video with scroll-velocity driven bend and chromatic aberration.
### Dependencies: three, @react-three/fiber, @react-three/drei, lenis, motion, @react-three/postprocessing, postprocessing

---

### Usage Example

Add the `WebglProvider` once at the root of your app. See the [installation guide](https://atelier-ui.com/docs/getting-started/installation) for details.

```tsx title="Root layout"
import { WebglProvider } from "@/components/webgl-provider";

export default function RootLayout({ children }) {
  return <WebglProvider>{children}</WebglProvider>;
}
```

Then use it anywhere in your app:

```tsx
<CurveMedia
    type="image"
    src="https://picsum.photos/seed/atelier-1/1200/800"
    alt=""
    className="w-full h-auto"
/>
```

Works best with smooth scrolling. You can add [Smooth Scroll](https://atelier-ui.com/docs/components/primitive/smooth-scroll) at the root for that:

```tsx title="Root layout"
import { SmoothScroll } from "@/components/smooth-scroll";

export default function RootLayout({ children }) {
  return <SmoothScroll>{children}</SmoothScroll>;
}
```

---

### Props

| Name         | Type                 | Default   | Description                                                                     |
| ------------ | -------------------- | --------- | ------------------------------------------------------------------------------- |
| `type`         | `"image" \| "video"` | `"image"` | Render the bend on a still image or a video.                                    |
| `src`          | `string`             | —         | Media source.                                                                   |
| `alt`          | `string`             | —         | Image alt text. Required (and only used) when `type` is `"image"`.              |
| `amplitude`    | `number`             | `0.03`    | Maximum bend intensity, applied to the smoothed scroll velocity.                |
| `aberration`   | `number`             | `0.003`   | RGB channel split along the scroll axis, scaled by velocity.                    |
| `smoothing`    | `number`             | `6`       | Exponential smoothing for the velocity (higher = snappier, lower = floatier).   |
| `segments`     | `number`             | `32`      | Plane subdivision count. Higher = smoother curve, more vertices.                |
| `webglEnabled` | `boolean`            | `true`    | When false, the WebGL plane is skipped and the plain element is rendered as-is. |

It also forwards `<img>` attributes to [WebGL Image](https://atelier-ui.com/docs/components/primitive/webgl-image) and `<video>` attributes to [WebGL Video](https://atelier-ui.com/docs/components/primitive/webgl-video) depending on `type`.

---

### Full Component Source

#### src/components/curve-media/curve-media.tsx

```tsx
import { shaderMaterial } from "@react-three/drei"
import { extend, type ThreeElement, useFrame } from "@react-three/fiber"
import { useEffect, useRef } from "react"
import { MathUtils, Texture } from "three"
import { WebglImage } from "../webgl-image/webgl-image"
import { WebglVideo } from "../webgl-video/webgl-video"

declare module "@react-three/fiber" {
    interface ThreeElements {
        curveMediaMat: ThreeElement<typeof CurveMediaMat>
    }
}

const vertexShader = /* glsl */ `
    precision highp float;
    varying vec2 vUv;
    uniform float uVelocity;
    uniform float uAmplitude;

    const float PI = 3.14159265;

    void main() {
        vUv = uv;
        vec3 pos = position;

        float bend = sin(uv.x * PI);

        pos.y += bend * uVelocity * uAmplitude;

        gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
`

const fragmentShader = /* glsl */ `
    precision highp float;
    varying vec2 vUv;
    uniform sampler2D uMap;
    uniform float uVelocity;
    uniform float uAberration;

    void main() {
        float shift = uVelocity * uAberration;
        vec2 offset = vec2(0.0, shift);

        float r = texture2D(uMap, vUv + offset).r;
        float g = texture2D(uMap, vUv).g;
        float b = texture2D(uMap, vUv - offset).b;

        gl_FragColor = vec4(r, g, b, 1.0);
    }
`

const CurveMediaMat = shaderMaterial(
    {
        uMap: new Texture(),
        uVelocity: 0,
        uAmplitude: 0,
        uAberration: 0,
    },
    vertexShader,
    fragmentShader,
)

extend({ CurveMediaMat })

export type CurveEffectProps = {
    amplitude?: number
    aberration?: number
    smoothing?: number
    segments?: number
    webglEnabled?: boolean
}

type CurveMediaMaterialProps = {
    map: Texture
} & Required<Pick<CurveEffectProps, "amplitude" | "aberration" | "smoothing">>

type CurveMediaImageProps = CurveEffectProps & {
    type?: "image"
    src: string
    alt: string
} & Omit<React.ComponentPropsWithoutRef<"img">, "src" | "alt">

type CurveMediaVideoProps = CurveEffectProps & {
    type: "video"
    src: string
} & Omit<React.ComponentPropsWithoutRef<"video">, "src">

export type CurveMediaProps = CurveMediaImageProps | CurveMediaVideoProps

function CurveMediaMaterial({ map, amplitude, aberration, smoothing }: CurveMediaMaterialProps) {
    const ref = useRef<InstanceType<typeof CurveMediaMat>>(null)
    const lastScrollY = useRef(0)
    const velocity = useRef(0)

    useEffect(() => {
        lastScrollY.current = window.scrollY
    }, [])

    useFrame((_, delta) => {
        const material = ref.current
        if (!material) return
        const current = window.scrollY
        const instantDelta = current - lastScrollY.current
        lastScrollY.current = current

        if (delta === 0) return
        const target = instantDelta / delta / window.innerHeight
        velocity.current = MathUtils.damp(velocity.current, target, smoothing, delta)
        material.uVelocity = velocity.current
    })

    return (
        <curveMediaMat
            ref={ref}
            key={CurveMediaMat.key}
            uMap={map}
            uAmplitude={amplitude}
            uAberration={aberration}
            transparent
        />
    )
}

export function CurveMedia(props: CurveMediaProps) {
    const {
        amplitude = 0.03,
        aberration = 0.003,
        smoothing = 6,
        segments = 32,
        webglEnabled = true,
        ...rest
    } = props

    // Scroll-velocity is read from the window each frame, so the same material
    // runs on both the image and video primitives (they share the WebGL plane contract).
    const material = (map: Texture) => (
        <CurveMediaMaterial
            map={map}
            amplitude={amplitude}
            aberration={aberration}
            smoothing={smoothing}
        />
    )

    if (rest.type === "video") {
        const { type: _type, ...videoProps } = rest
        return (
            <WebglVideo
                segments={segments}
                webglEnabled={webglEnabled}
                material={material}
                {...videoProps}
            />
        )
    }

    const { type: _type, ...imageProps } = rest
    return (
        <WebglImage
            segments={segments}
            webglEnabled={webglEnabled}
            material={material}
            {...imageProps}
        />
    )
}
```

#### src/components/webgl-image/webgl-image.tsx

```tsx
import { useTexture } from "@react-three/drei"
import { useFrame, useThree } from "@react-three/fiber"
import {
    type ComponentRef,
    type RefObject,
    useEffect,
    useLayoutEffect,
    useMemo,
    useRef,
} from "react"
import { type Mesh, type Texture, Vector2 } from "three"
import { webglTeleport } from "../webgl-portal/webgl-portal"

export type Pointer = {
    uv: Vector2
    texUv: Vector2
    repeat: Vector2
    hover: number
}

type WebglImageProps = {
    src: string
    alt: string
    material?: (map: Texture, pointer: Pointer) => React.ReactNode
    webglEnabled?: boolean
    segments?: number
    zIndex?: number
    /**
     * Re-measures the DOM rect every frame so the plane follows animated parents (motion, parallax).
     * Costs one layout read per frame, so only enable it when needed.
     */
    autoReflow?: boolean
} & Omit<React.ComponentPropsWithoutRef<"img">, "children" | "src" | "alt">

type PlaneProps = {
    el: RefObject<HTMLImageElement | null>
    src: string
    segments: number
    material?: (map: Texture, pointer: Pointer) => React.ReactNode
    pointer: Pointer
    uvFit: RefObject<{ x: number; y: number }>
    zIndex: number
    autoReflow: boolean
}

function Plane({ el, src, segments, material, pointer, uvFit, zIndex, autoReflow }: PlaneProps) {
    const mesh = useRef<Mesh>(null)
    const texture = useTexture(src)
    const size = useThree((s) => s.size)
    const viewport = useThree((s) => s.viewport)
    const fitScale = useRef({ x: 1, y: 1 })
    const bounds = useRef({ x: 0, y: 0, width: 0, height: 0 })

    useLayoutEffect(() => {
        const target = el.current
        if (!target) return

        const measure = () => {
            const m = mesh.current
            if (!m) return

            /*
             * Rect in document coords so viewport position later needs only
             * window.scrollX/Y, instead of re-measuring bounds every render.
             */
            const rect = target.getBoundingClientRect()
            bounds.current.x = rect.left + window.scrollX
            bounds.current.y = rect.top + window.scrollY
            bounds.current.width = rect.width
            bounds.current.height = rect.height

            /*
             * Replicate CSS object-fit: cover crops via UV repeat/offset,
             * contain shrinks the mesh scale (UVs alone can't letterbox).
             */
            const image = texture.image as HTMLImageElement
            const objectFit = getComputedStyle(target).objectFit
            const planeAspect = rect.width / rect.height
            const imageAspect = image.width / image.height

            let repeatU = 1
            let repeatV = 1

            fitScale.current.x = 1
            fitScale.current.y = 1

            if (objectFit === "cover") {
                if (planeAspect > imageAspect) {
                    repeatV = imageAspect / planeAspect
                } else {
                    repeatU = planeAspect / imageAspect
                }
            } else if (objectFit === "contain") {
                if (planeAspect > imageAspect) {
                    fitScale.current.x = imageAspect / planeAspect
                } else {
                    fitScale.current.y = planeAspect / imageAspect
                }
            }

            const offsetU = (1 - repeatU) / 2
            const offsetV = (1 - repeatV) / 2

            pointer.repeat.set(repeatU, repeatV)
            uvFit.current.x = repeatU / fitScale.current.x
            uvFit.current.y = repeatV / fitScale.current.y

            const uvAttribute = m.geometry.attributes.uv

            for (let iy = 0; iy <= segments; iy++) {
                for (let ix = 0; ix <= segments; ix++) {
                    const idx = iy * (segments + 1) + ix
                    const u = ix / segments
                    const v = 1 - iy / segments
                    uvAttribute.setXY(idx, u * repeatU + offsetU, v * repeatV + offsetV)
                }
            }

            uvAttribute.needsUpdate = true
        }

        measure()

        const ro = new ResizeObserver(measure)
        ro.observe(target)
        ro.observe(document.body)
        return () => ro.disconnect()
    }, [el, texture, segments, uvFit, pointer])

    useFrame(() => {
        const m = mesh.current
        if (!m) return
        const pxToWorld = viewport.height / size.height

        /*
         * autoReflow re-reads the rect each frame so the mesh follows parent
         * CSS transforms like parallax. One layout read per frame.
         */
        if (autoReflow && el.current) {
            const rect = el.current.getBoundingClientRect()
            m.position.x = (rect.left + rect.width / 2 - size.width / 2) * pxToWorld
            m.position.y = -(rect.top + rect.height / 2 - size.height / 2) * pxToWorld
            m.scale.x = rect.width * pxToWorld * fitScale.current.x
            m.scale.y = rect.height * pxToWorld * fitScale.current.y
            return
        }

        const { x, y, width, height } = bounds.current
        m.position.x = (x + width / 2 - window.scrollX - size.width / 2) * pxToWorld
        m.position.y = -(y + height / 2 - window.scrollY - size.height / 2) * pxToWorld
        m.scale.x = width * pxToWorld * fitScale.current.x
        m.scale.y = height * pxToWorld * fitScale.current.y
    })

    return (
        <mesh ref={mesh} renderOrder={zIndex}>
            <planeGeometry args={[1, 1, segments, segments]} />
            {material ? (
                material(texture, pointer)
            ) : (
                <meshBasicMaterial map={texture} transparent />
            )}
        </mesh>
    )
}

export function WebglImage({
    src,
    alt,
    className,
    style,
    material,
    webglEnabled = true,
    segments = 1,
    zIndex = 0,
    autoReflow = false,
    ...rest
}: WebglImageProps) {
    const el = useRef<ComponentRef<"img">>(null)
    const uvFit = useRef({ x: 1, y: 1 })
    const pointer = useMemo<Pointer>(() => {
        return {
            uv: new Vector2(0.5, 0.5),
            texUv: new Vector2(0.5, 0.5),
            repeat: new Vector2(1, 1),
            hover: 0,
        }
    }, [])

    useEffect(() => {
        if (!webglEnabled) return
        const target = el.current
        if (!target) return

        /*
         * Pointer events still fire on the DOM element through opacity:0,
         * so the browser tells us when the cursor is over it.
         */
        const onMove = (e: PointerEvent) => {
            const { width, left, top, height } = target.getBoundingClientRect()
            const x = (e.clientX - left) / width
            const y = 1 - (e.clientY - top) / height
            const fit = uvFit.current
            pointer.uv.set(x, y)
            pointer.texUv.set(x * fit.x + (1 - fit.x) / 2, y * fit.y + (1 - fit.y) / 2)
        }

        const onEnter = () => (pointer.hover = 1)
        const onLeave = () => (pointer.hover = 0)

        target.addEventListener("pointermove", onMove)
        target.addEventListener("pointerenter", onEnter)
        target.addEventListener("pointerleave", onLeave)

        /*
         * Hover in too fast and pointerenter fires before these listeners
         * attach, so seed hover from the live :hover state instead.
         */
        if (target.matches(":hover")) pointer.hover = 1

        return () => {
            target.removeEventListener("pointermove", onMove)
            target.removeEventListener("pointerenter", onEnter)
            target.removeEventListener("pointerleave", onLeave)
        }
    }, [webglEnabled, pointer])

    return (
        <>
            <img
                ref={el}
                src={src}
                alt={alt}
                className={className}
                style={webglEnabled ? { ...style, opacity: 0 } : style}
                {...rest}
            />

            {webglEnabled && (
                <webglTeleport.In>
                    <Plane
                        el={el}
                        src={src}
                        segments={segments}
                        material={material}
                        pointer={pointer}
                        uvFit={uvFit}
                        zIndex={zIndex}
                        autoReflow={autoReflow}
                    />
                </webglTeleport.In>
            )}
        </>
    )
}
```

#### src/components/webgl-video/webgl-video.tsx

```tsx
import { useFrame, useThree } from "@react-three/fiber"
import {
    type ComponentRef,
    type RefObject,
    useEffect,
    useLayoutEffect,
    useMemo,
    useRef,
    useState,
} from "react"
import { type Mesh, SRGBColorSpace, type Texture, Vector2, VideoTexture } from "three"
import { webglTeleport } from "../webgl-portal/webgl-portal"

export type Pointer = {
    uv: Vector2
    texUv: Vector2
    repeat: Vector2
    hover: number
}

type WebglVideoProps = {
    src: string
    material?: (map: Texture, pointer: Pointer) => React.ReactNode
    webglEnabled?: boolean
    segments?: number
    zIndex?: number
    /**
     * Re-measures the DOM rect every frame so the plane follows animated parents (motion, parallax).
     * Costs one layout read per frame, so only enable it when needed.
     */
    autoReflow?: boolean
} & Omit<React.ComponentPropsWithoutRef<"video">, "children" | "src">

type PlaneProps = {
    el: RefObject<HTMLVideoElement | null>
    segments: number
    material?: (map: Texture, pointer: Pointer) => React.ReactNode
    pointer: Pointer
    uvFit: RefObject<{ x: number; y: number }>
    zIndex: number
    autoReflow: boolean
}

function Plane({ el, segments, material, pointer, uvFit, zIndex, autoReflow }: PlaneProps) {
    const mesh = useRef<Mesh>(null)
    const [texture, setTexture] = useState<VideoTexture | null>(null)
    const size = useThree((state) => state.size)
    const viewport = useThree((state) => state.viewport)
    const fitScale = useRef({ x: 1, y: 1 })
    const bounds = useRef({ x: 0, y: 0, width: 0, height: 0 })

    useLayoutEffect(() => {
        const video = el.current
        if (!video) return

        /*
         * Build the texture from the DOM <video> itself so a single element
         * decodes once. VideoTexture pulls each new frame from it.
         */
        const videoTexture = new VideoTexture(video)
        videoTexture.colorSpace = SRGBColorSpace
        setTexture(videoTexture)
        return () => videoTexture.dispose()
    }, [el])

    useLayoutEffect(() => {
        const target = el.current
        if (!target || !texture) return

        const measure = () => {
            const m = mesh.current
            if (!m) return

            /*
             * Rect in document coords so viewport position later needs only
             * window.scrollX/Y, instead of re-measuring bounds every render.
             */
            const rect = target.getBoundingClientRect()
            bounds.current.x = rect.left + window.scrollX
            bounds.current.y = rect.top + window.scrollY
            bounds.current.width = rect.width
            bounds.current.height = rect.height

            /*
             * Replicate CSS object-fit: cover crops via UV repeat/offset,
             * contain shrinks the mesh scale (UVs alone can't letterbox).
             */
            const video = texture.image as HTMLVideoElement
            const objectFit = getComputedStyle(target).objectFit
            const planeAspect = rect.width / rect.height
            const videoAspect = video.videoWidth / video.videoHeight

            let repeatU = 1
            let repeatV = 1

            fitScale.current.x = 1
            fitScale.current.y = 1

            /* videoWidth/Height are 0 until metadata loads, so skip cropping until then. */
            if (video.videoWidth > 0) {
                if (objectFit === "cover") {
                    if (planeAspect > videoAspect) {
                        repeatV = videoAspect / planeAspect
                    } else {
                        repeatU = planeAspect / videoAspect
                    }
                } else if (objectFit === "contain") {
                    if (planeAspect > videoAspect) {
                        fitScale.current.x = videoAspect / planeAspect
                    } else {
                        fitScale.current.y = planeAspect / videoAspect
                    }
                }
            }

            const offsetU = (1 - repeatU) / 2
            const offsetV = (1 - repeatV) / 2

            pointer.repeat.set(repeatU, repeatV)
            uvFit.current.x = repeatU / fitScale.current.x
            uvFit.current.y = repeatV / fitScale.current.y

            const uvAttribute = m.geometry.attributes.uv

            for (let iy = 0; iy <= segments; iy++) {
                for (let ix = 0; ix <= segments; ix++) {
                    const idx = iy * (segments + 1) + ix
                    const u = ix / segments
                    const v = 1 - iy / segments
                    uvAttribute.setXY(idx, u * repeatU + offsetU, v * repeatV + offsetV)
                }
            }

            uvAttribute.needsUpdate = true
        }

        measure()

        /* Re-measure once the video reports its intrinsic size. */
        target.addEventListener("loadedmetadata", measure)
        target.addEventListener("resize", measure)

        const ro = new ResizeObserver(measure)
        ro.observe(target)
        ro.observe(document.body)
        return () => {
            ro.disconnect()
            target.removeEventListener("loadedmetadata", measure)
            target.removeEventListener("resize", measure)
        }
    }, [el, texture, segments, uvFit, pointer])

    useFrame(() => {
        const m = mesh.current
        if (!m) return

        /* Browsers without requestVideoFrameCallback need an explicit pull. */
        texture?.update()

        const pxToWorld = viewport.height / size.height

        /*
         * autoReflow re-reads the rect each frame so the mesh follows parent
         * CSS transforms like parallax. One layout read per frame.
         */
        if (autoReflow && el.current) {
            const rect = el.current.getBoundingClientRect()
            m.position.x = (rect.left + rect.width / 2 - size.width / 2) * pxToWorld
            m.position.y = -(rect.top + rect.height / 2 - size.height / 2) * pxToWorld
            m.scale.x = rect.width * pxToWorld * fitScale.current.x
            m.scale.y = rect.height * pxToWorld * fitScale.current.y
            return
        }

        const { x, y, width, height } = bounds.current
        m.position.x = (x + width / 2 - window.scrollX - size.width / 2) * pxToWorld
        m.position.y = -(y + height / 2 - window.scrollY - size.height / 2) * pxToWorld
        m.scale.x = width * pxToWorld * fitScale.current.x
        m.scale.y = height * pxToWorld * fitScale.current.y
    })

    if (!texture) return null

    return (
        <mesh ref={mesh} renderOrder={zIndex}>
            <planeGeometry args={[1, 1, segments, segments]} />
            {material ? (
                material(texture, pointer)
            ) : (
                <meshBasicMaterial map={texture} transparent />
            )}
        </mesh>
    )
}

export function WebglVideo({
    src,
    className,
    style,
    material,
    webglEnabled = true,
    segments = 1,
    zIndex = 0,
    autoReflow = false,
    autoPlay = true,
    muted = true,
    loop = true,
    playsInline = true,
    ...rest
}: WebglVideoProps) {
    const el = useRef<ComponentRef<"video">>(null)
    const uvFit = useRef({ x: 1, y: 1 })
    const pointer = useMemo<Pointer>(() => {
        return {
            uv: new Vector2(0.5, 0.5),
            texUv: new Vector2(0.5, 0.5),
            repeat: new Vector2(1, 1),
            hover: 0,
        }
    }, [])

    useEffect(() => {
        if (!webglEnabled) return
        const target = el.current
        if (!target) return

        /*
         * Pointer events still fire on the DOM element through opacity:0,
         * so the browser tells us when the cursor is over it.
         */
        const onMove = (event: PointerEvent) => {
            const { width, left, top, height } = target.getBoundingClientRect()
            const x = (event.clientX - left) / width
            const y = 1 - (event.clientY - top) / height
            const fit = uvFit.current
            pointer.uv.set(x, y)
            pointer.texUv.set(x * fit.x + (1 - fit.x) / 2, y * fit.y + (1 - fit.y) / 2)
        }

        const onEnter = () => (pointer.hover = 1)
        const onLeave = () => (pointer.hover = 0)

        target.addEventListener("pointermove", onMove)
        target.addEventListener("pointerenter", onEnter)
        target.addEventListener("pointerleave", onLeave)

        /*
         * Hover in too fast and pointerenter fires before these listeners
         * attach, so seed hover from the live :hover state instead.
         */
        if (target.matches(":hover")) pointer.hover = 1

        return () => {
            target.removeEventListener("pointermove", onMove)
            target.removeEventListener("pointerenter", onEnter)
            target.removeEventListener("pointerleave", onLeave)
        }
    }, [webglEnabled, pointer])

    return (
        <>
            <video
                ref={el}
                src={src}
                className={className}
                style={webglEnabled ? { ...style, opacity: 0 } : style}
                autoPlay={autoPlay}
                muted={muted}
                loop={loop}
                playsInline={playsInline}
                {...rest}
            />

            {webglEnabled && (
                <webglTeleport.In>
                    <Plane
                        el={el}
                        segments={segments}
                        material={material}
                        pointer={pointer}
                        uvFit={uvFit}
                        zIndex={zIndex}
                        autoReflow={autoReflow}
                    />
                </webglTeleport.In>
            )}
        </>
    )
}
```

#### src/components/smooth-scroll/smooth-scroll.tsx

```tsx
"use client"

import type { LenisOptions } from "lenis"
import { type LenisRef, ReactLenis } from "lenis/react"
import { cancelFrame, type FrameData, frame } from "motion"
import { type ReactNode, useEffect, useRef } from "react"

type SmoothScrollProps = {
    children: ReactNode
    options?: LenisOptions
}

/**
 * Smooth scroll for the whole page (for now).
 *
 * Motion is the clock: scroll, animations, and WebGL usually each run on
 * their own loop, and can fall out of sync. This provider runs them on a
 * single loop, in a fixed order, so they always move together.
 */
export function SmoothScroll({ children, options }: SmoothScrollProps) {
    const lenisRef = useRef<LenisRef>(null)

    useEffect(() => {
        function update(data: FrameData) {
            lenisRef.current?.lenis?.raf(data.timestamp)
        }
        frame.update(update, true)
        return () => cancelFrame(update)
    }, [])

    return (
        <ReactLenis root ref={lenisRef} options={{ syncTouch: true, ...options, autoRaf: false }}>
            {children}
        </ReactLenis>
    )
}
```

#### src/components/webgl-portal/webgl-portal.tsx

```tsx
import {
    type ReactNode,
    Suspense,
    useEffect,
    useId,
    useLayoutEffect,
    useSyncExternalStore,
} from "react"

const useIsoLayoutEffect = typeof window !== "undefined" ? useLayoutEffect : useEffect

// Minimal teleport: <In> registers children in an external store,
// <Out> renders them — bridges across the Canvas React root the same
function WebglTeleport() {
    const items = new Map<string, ReactNode>()
    const listeners = new Set<() => void>()
    let snapshot: [string, ReactNode][] = []

    const emit = () => {
        snapshot = Array.from(items.entries())
        for (const listener of listeners) {
            listener()
        }
    }

    const subscribe = (listener: () => void) => {
        listeners.add(listener)
        return () => {
            listeners.delete(listener)
        }
    }
    const getSnapshot = () => snapshot

    function useItems() {
        return useSyncExternalStore(subscribe, getSnapshot, getSnapshot)
    }

    return {
        In({ children }: { children: ReactNode }) {
            const id = useId()

            useIsoLayoutEffect(() => {
                items.set(id, children)
                emit()
                return () => {
                    items.delete(id)
                    emit()
                }
            }, [id, children])
            return null
        },
        useItems,
        Out() {
            const list = useItems()
            return (
                <>
                    {list.map(([id, node]) => (
                        <Suspense key={id} fallback={null}>
                            {node}
                        </Suspense>
                    ))}
                </>
            )
        },
    }
}

const webglTeleport = WebglTeleport()
const effectTeleport = WebglTeleport()

export function WebglPortal() {
    return <webglTeleport.Out />
}

export { effectTeleport, webglTeleport }
```

#### src/components/webgl-provider/webgl-provider.tsx

```tsx
"use client"

import { advance, Canvas, type CanvasProps, useStore, useThree } from "@react-three/fiber"
import { EffectComposer } from "@react-three/postprocessing"
import { cancelFrame, type FrameData, frame } from "motion"
import { type ComponentRef, type ReactNode, useEffect, useRef, useState } from "react"
import type { Camera, Scene } from "three"
import { effectTeleport, WebglPortal } from "../webgl-portal/webgl-portal"

type WebglProviderProps = Omit<CanvasProps, "children" | "eventSource"> & {
    children: ReactNode
    className?: string
    contained?: boolean
}

type WebglReadyOptions = {
    scene?: Scene
    camera?: Camera
    enabled?: boolean
    onReady?: () => void
}

export function useWebglReady({ scene, camera, enabled = true, onReady }: WebglReadyOptions = {}) {
    const [ready, setReady] = useState(false)
    const gl = useThree((state) => state.gl)
    const defaultScene = useThree((state) => state.scene)
    const defaultCamera = useThree((state) => state.camera)
    const onReadyRef = useRef(onReady)
    onReadyRef.current = onReady

    const targetScene = scene ?? defaultScene
    const targetCamera = camera ?? defaultCamera

    useEffect(() => {
        if (!enabled) return
        let active = true

        gl.compileAsync(targetScene, targetCamera).then(() => {
            if (!active) return
            requestAnimationFrame(() => {
                if (!active) return
                setReady(true)
                onReadyRef.current?.()
            })
        })

        return () => {
            active = false
        }
    }, [gl, targetScene, targetCamera, enabled])

    return ready
}

// Renders in Motion's `postRender` phase, after Lenis and Motion have
// updated. One shared driver serves every mounted provider.
type CanvasStore = ReturnType<typeof useStore>
const canvasStores = new Set<CanvasStore>()
let clockStart: number | null = null

function tick(data: FrameData) {
    if (clockStart === null) clockStart = data.timestamp

    // frameloop="never" expects the elapsed clock time in seconds.
    const elapsed = (data.timestamp - clockStart) / 1000

    let runGlobalEffects = true
    for (const store of canvasStores) {
        const state = store.getState()
        if (state.internal.active) {
            advance(elapsed, runGlobalEffects, state)
            runGlobalEffects = false
        }
    }
}

function MotionFrameloop() {
    const store = useStore()

    useEffect(() => {
        canvasStores.add(store)
        if (canvasStores.size === 1) frame.postRender(tick, true)
        return () => {
            canvasStores.delete(store)
            if (canvasStores.size === 0) cancelFrame(tick)
        }
    }, [store])

    return null
}

function Effects() {
    const effects = effectTeleport.useItems()
    if (effects.length === 0) return null

    return (
        <EffectComposer key={effects.length}>
            <effectTeleport.Out />
        </EffectComposer>
    )
}

export function WebglProvider({
    children,
    className,
    style,
    contained = false,
    ...canvasProps
}: WebglProviderProps) {
    const [eventSource, setEventSource] = useState<ComponentRef<"div"> | null>(null)

    return (
        <div
            ref={setEventSource}
            className={className}
            style={contained ? { position: "relative" } : { display: "contents" }}
        >
            <Canvas
                eventPrefix="client"
                dpr={[1, 1.5]}
                {...canvasProps}
                frameloop="never"
                eventSource={eventSource ?? undefined}
                style={{
                    position: contained ? "absolute" : "fixed",
                    inset: 0,
                    pointerEvents: "none",
                    ...style,
                }}
            >
                <MotionFrameloop />
                <WebglPortal />
                <Effects />
            </Canvas>

            {children}
        </div>
    )
}
```

---

### Integration Instructions

1. If you can execute shell commands, run `npx atelier-ui add curve-media` from the project root instead of steps 2-3 (it installs everything automatically).
2. Install the npm dependencies: three, @react-three/fiber, @react-three/drei, lenis, motion, @react-three/postprocessing, postprocessing.
3. Copy each file from the component source above to the exact path shown.
4. Add the `WebglProvider` once at the app root as shown in the usage example (skip if one is already there - never add a second one).
5. Render `<CurveMedia />` where it belongs in the app, using the usage example as a starting point and the props table to adjust it.

Full documentation: https://atelier-ui.com/en/docs/components/scroll/curve-media

Usage

Add the WebglProvider once at the root of your app. See the installation guide for details.

Root layout
import { WebglProvider } from "@/components/webgl-provider";

export default function RootLayout({ children }) {
  return <WebglProvider>{children}</WebglProvider>;
}

Then use it anywhere in your app:

<CurveMedia
    type="image"
    src="https://picsum.photos/seed/atelier-1/1200/800"
    alt=""
    className="w-full h-auto"
/>

Works best with smooth scrolling. You can add Smooth Scroll at the root for that:

Root layout
import { SmoothScroll } from "@/components/smooth-scroll";

export default function RootLayout({ children }) {
  return <SmoothScroll>{children}</SmoothScroll>;
}

API

NameTypeDefaultDescription
type"image" | "video""image"Render the bend on a still image or a video.
srcstring—Media source.
altstring—Image alt text. Required (and only used) when type is "image".
amplitudenumber0.03Maximum bend intensity, applied to the smoothed scroll velocity.
aberrationnumber0.003RGB channel split along the scroll axis, scaled by velocity.
smoothingnumber6Exponential smoothing for the velocity (higher = snappier, lower = floatier).
segmentsnumber32Plane subdivision count. Higher = smoother curve, more vertices.
webglEnabledbooleantrueWhen false, the WebGL plane is skipped and the plain element is rendered as-is.

It also forwards <img> attributes to WebGL Image and <video> attributes to WebGL Video depending on type.


Credits

React Three Fiber
React renderer for Three.js used for the WebGL plane.

Lenis
Smooth scroll library used in the demo.

  • Install
  • Usage
  • API
  • Credits
Star on githubBuy me a coffeellms.txt