import { WebGPURenderer } from 'three/webgpu'
import { convertToTexture } from 'three/tsl'
import { Color } from 'three'
import type TextureNode from 'three/src/nodes/accessors/TextureNode.js'
import { gemGradientNode } from './GemBackground'
import { GEM } from './gem'
import type { PassEffect } from 'three-flatland'
} from '@three-flatland/nodes'
import { createPane } from '@three-flatland/devtools'
import type { FolderApi } from 'tweakpane'
// ─── PassEffect Definitions ─────────────────────────────────────────────────
* CRT Arcade — Full CRT monitor simulation with curvature, scanlines,
* bloom, vignette, and color bleed. Like playing at the local arcade.
const CRTPass = createPassEffect({
pass: ({ uniforms }) => (input, uv) => {
const tex = convertToTexture(input) as TextureNode<'vec4'>
return crtComplete(tex, uv, {
curvature: uniforms.curvature,
scanlineIntensity: uniforms.scanlineIntensity,
vignetteIntensity: uniforms.vignetteIntensity,
bloomIntensity: uniforms.bloomIntensity,
colorBleed: uniforms.colorBleed,
* LCD Grid — Visible pixel grid like a GBA or handheld console.
* Applied after posterization for the chunky handheld look.
const LCDGridPass = createPassEffect({
pass: ({ uniforms }) => (input, uv) => {
return lcdGrid(input, uv, uniforms.resolution, uniforms.gridIntensity, uniforms.subpixelIntensity)
* Posterize — Reduce color bands for retro palette looks.
* 4 bands = Game Boy feel, 8 bands = early PC, 16 bands = subtle.
const PosterizePass = createPassEffect({
pass: ({ uniforms }) => (input, _uv) => {
return posterize(input, uniforms.bands)
* Quantize — 8-bit color reduction for retro PC look.
const QuantizePass = createPassEffect({
pass: ({ uniforms }) => (input, _uv) => {
return quantize(input, uniforms.levels)
* Smooth Scanlines — Sine-wave scanline overlay.
const ScanlinesPass = createPassEffect({
pass: ({ uniforms }) => (input, uv) => {
return scanlinesSmooth(input, uv, uniforms.resolution, uniforms.intensity)
* VHS Distortion — Tracking errors, color separation, and wave distortion.
* Needs texture sampling for UV distortion. Time-driven animation.
const VHSPass = createPassEffect({
pass: ({ uniforms }) => (input, uv) => {
const tex = convertToTexture(input) as TextureNode<'vec4'>
return vhsDistortion(tex, uv, uniforms.time, uniforms.intensity, uniforms.noiseAmount)
* Static Noise — Analog TV snow/static overlay.
const StaticPass = createPassEffect({
pass: ({ uniforms }) => (input, uv) => {
return staticNoise(input, uv, uniforms.time, uniforms.intensity)
* Chromatic Aberration — RGB channel separation for worn analog feel.
const AberrationPass = createPassEffect({
schema: { amount: 0.003 },
pass: ({ uniforms }) => (input, uv) => {
const tex = convertToTexture(input) as TextureNode<'vec4'>
return chromaticAberration(tex, uv, uniforms.amount)
* Vignette — Edge darkening for focused display look.
const VignettePass = createPassEffect({
pass: ({ uniforms }) => (input, uv) => {
return crtVignette(input, uv, uniforms.intensity, uniforms.curvature)
* LCD Backlight Bleed — Uneven backlight for handheld LCD feel.
const BacklightPass = createPassEffect({
schema: { intensity: 0.12 },
pass: ({ uniforms }) => (input, uv) => {
return lcdBacklightBleed(input, uv, uniforms.intensity)
// ─── Preset Configurations ──────────────────────────────────────────────────
type PresetName = 'clean' | 'crt' | 'lcd' | 'vhs' | 'retro'
/** Passes that need `time` updated each frame */
timeDriven: { pass: PassEffect & { time: number } }[]
function createPreset(name: PresetName): ActivePreset {
return { passes: [], timeDriven: [] }
const crt = new CRTPass()
return { passes: [crt], timeDriven: [] }
const post = new PosterizePass()
;(post as PassEffect & { bands: number }).bands = 10
const grid = new LCDGridPass()
const bleed = new BacklightPass()
const vig = new VignettePass()
;(vig as PassEffect & { intensity: number }).intensity = 0.25
return { passes: [post, grid, bleed, vig], timeDriven: [] }
const vhs = new VHSPass()
const noise = new StaticPass()
const aber = new AberrationPass()
passes: [vhs, noise, aber],
{ pass: vhs as PassEffect & { time: number } },
{ pass: noise as PassEffect & { time: number } },
const quant = new QuantizePass()
const scan = new ScanlinesPass()
const vig = new VignettePass()
;(vig as PassEffect & { intensity: number }).intensity = 0.2
return { passes: [quant, scan, vig], timeDriven: [] }
// ─── Default Slider Values per Preset ──────────────────────────────────────
// ─── Scene Setup ────────────────────────────────────────────────────────────
/** Sprite arrangement — a small grid of tinted sprites like game pickups */
{ x: 0, y: 0, scale: 120, tint: 0xffffff }, // Center — white
{ x: -100, y: 60, scale: 60, tint: 0xff6b9d }, // Top-left — pink
{ x: 100, y: 60, scale: 60, tint: 0x47cca9 }, // Top-right — teal
{ x: -100, y: -60, scale: 60, tint: 0xffd166 }, // Bottom-left — gold
{ x: 100, y: -60, scale: 60, tint: 0x6b9dff }, // Bottom-right — blue
{ x: 0, y: 120, scale: 40, tint: 0xbb86fc }, // Top — purple
{ x: 0, y: -120, scale: 40, tint: 0xff8a65 }, // Bottom — orange
/* HMR-tracked teardown state. Without this, every dev save accumulates
* a fresh renderer + animate() loop while the previous one keeps
* RAFing forever. Dev-only — `import.meta.hot` is undefined in prod. */
let activeRenderer: WebGPURenderer | null = null
// Gem-tinted L2 backdrop matching the masonry tile poster. The
// Flatland clearColor matches the docs --card token (#16191e) so
// any pre-shader-compile flash matches body bg, no color jump.
const flatland = new Flatland({
;(flatland.scene as any).backgroundNode = gemGradientNode({ gem: GEM })
const renderer = new WebGPURenderer({ antialias: false })
activeRenderer = renderer
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.setPixelRatio(1) // Pixel-perfect for pixel art
renderer.domElement.style.imageRendering = 'pixelated'
document.body.appendChild(renderer.domElement)
flatland.resize(window.innerWidth, window.innerHeight)
// Load texture and create sprite scene
const texture = await TextureLoader.load('./icon.svg')
const sprites: Sprite2D[] = []
for (const layout of SPRITE_LAYOUT) {
const sprite = new Sprite2D({
sprite.scale.set(layout.scale, layout.scale, 1)
sprite.position.set(layout.x, layout.y, 0)
sprite.tint = new Color(layout.tint)
// ─── Pass Effect State ──────────────────────────────────────────────────
let activePreset: ActivePreset = createPreset('clean')
// Slider param objects (mutated by tweakpane bindings)
const crtParams = { ...CRT_DEFAULTS }
const lcdParams = { ...LCD_DEFAULTS }
const vhsParams = { ...VHS_DEFAULTS }
const retroParams = { ...RETRO_DEFAULTS }
function applyPreset(name: PresetName) {
// Reset slider params to defaults
Object.assign(crtParams, CRT_DEFAULTS)
Object.assign(lcdParams, LCD_DEFAULTS)
Object.assign(vhsParams, VHS_DEFAULTS)
Object.assign(retroParams, RETRO_DEFAULTS)
// Create and add new preset
activePreset = createPreset(name)
for (const p of activePreset.passes) {
// Refresh pane to show reset values
// ─── Tweakpane UI ───────────────────────────────────────────────────────
const { pane, update: updateDevtools } = createPane({ driver: 'manual' })
// ─── CRT Folder ─────────────────────────────────────────────────────────
const crtFolder = pane.addFolder({ title: 'CRT', hidden: true })
crtFolder.addBinding(crtParams, 'curvature', { min: 0, max: 0.2, step: 0.01 })
crtFolder.addBinding(crtParams, 'scanlineIntensity', { min: 0, max: 0.5, step: 0.01 })
crtFolder.addBinding(crtParams, 'vignetteIntensity', { min: 0, max: 1, step: 0.01 })
crtFolder.addBinding(crtParams, 'bloomIntensity', { min: 0, max: 0.5, step: 0.01 })
crtFolder.addBinding(crtParams, 'colorBleed', { min: 0, max: 0.005, step: 0.0001 })
crtFolder.on('change', () => {
const crt = activePreset.passes[0]
const c = crt as PassEffect & typeof CRT_DEFAULTS
c.curvature = crtParams.curvature
c.scanlineIntensity = crtParams.scanlineIntensity
c.vignetteIntensity = crtParams.vignetteIntensity
c.bloomIntensity = crtParams.bloomIntensity
c.colorBleed = crtParams.colorBleed
// ─── LCD Folder ─────────────────────────────────────────────────────────
const lcdFolder = pane.addFolder({ title: 'LCD', hidden: true })
lcdFolder.addBinding(lcdParams, 'resolution', { min: 50, max: 500, step: 10 })
lcdFolder.addBinding(lcdParams, 'gridIntensity', { min: 0, max: 0.5, step: 0.01 })
lcdFolder.addBinding(lcdParams, 'subpixelIntensity', { min: 0, max: 0.3, step: 0.01 })
lcdFolder.addBinding(lcdParams, 'bands', { min: 2, max: 16, step: 1 })
lcdFolder.on('change', () => {
// LCD preset: [posterize, lcdGrid, backlight, vignette]
const post = activePreset.passes[0] as PassEffect & { bands: number } | undefined
const grid = activePreset.passes[1] as PassEffect & { resolution: number; gridIntensity: number; subpixelIntensity: number } | undefined
if (post) post.bands = lcdParams.bands
grid.resolution = lcdParams.resolution
grid.gridIntensity = lcdParams.gridIntensity
grid.subpixelIntensity = lcdParams.subpixelIntensity
// ─── VHS Folder ─────────────────────────────────────────────────────────
const vhsFolder = pane.addFolder({ title: 'VHS', hidden: true })
vhsFolder.addBinding(vhsParams, 'intensity', { min: 0, max: 0.05, step: 0.001 })
vhsFolder.addBinding(vhsParams, 'noiseAmount', { min: 0, max: 0.2, step: 0.005 })
vhsFolder.addBinding(vhsParams, 'aberration', { min: 0, max: 0.01, step: 0.001 })
vhsFolder.on('change', () => {
// VHS preset: [vhs, static, aberration]
const vhs = activePreset.passes[0] as PassEffect & { intensity: number; noiseAmount: number } | undefined
const aber = activePreset.passes[2] as PassEffect & { amount: number } | undefined
vhs.intensity = vhsParams.intensity
vhs.noiseAmount = vhsParams.noiseAmount
if (aber) aber.amount = vhsParams.aberration
// ─── Retro Folder ───────────────────────────────────────────────────────
const retroFolder = pane.addFolder({ title: 'Retro', hidden: true })
retroFolder.addBinding(retroParams, 'levels', { min: 2, max: 16, step: 1 })
retroFolder.addBinding(retroParams, 'scanResolution', { min: 100, max: 500, step: 10 })
retroFolder.addBinding(retroParams, 'scanIntensity', { min: 0, max: 0.5, step: 0.01 })
retroFolder.on('change', () => {
// Retro preset: [quantize, scanlines, vignette]
const quant = activePreset.passes[0] as PassEffect & { levels: number } | undefined
const scan = activePreset.passes[1] as PassEffect & { resolution: number; intensity: number } | undefined
if (quant) quant.levels = retroParams.levels
scan.resolution = retroParams.scanResolution
scan.intensity = retroParams.scanIntensity
// ─── Monitors ───────────────────────────────────────────────────────────
const monitors = { passCount: 0 }
const monitorFolder = pane.addFolder({ title: 'Passes', expanded: false })
monitorFolder.addBinding(monitors, 'passCount', { readonly: true, format: (v: number) => v.toFixed(0) })
// ─── Preset Selector (at bottom) ───────────────────────────────────────
const params = { preset: 'clean' as string }
const presetBinding = pane.addBinding(params, 'preset', {
// ─── Folder Visibility Toggle ───────────────────────────────────────────
const folders: Record<string, FolderApi> = {
presetBinding.on('change', (ev) => {
const value = ev.value as PresetName
for (const [key, folder] of Object.entries(folders)) {
folder.hidden = key !== value
// ─── Resize ─────────────────────────────────────────────────────────────
window.addEventListener('resize', () => {
renderer.setSize(window.innerWidth, window.innerHeight)
flatland.resize(window.innerWidth, window.innerHeight)
// ─── Render Loop ────────────────────────────────────────────────────────
let lastTime = performance.now()
rafId = requestAnimationFrame(animate)
const now = performance.now()
const delta = (now - lastTime) / 1000
// Gentle floating animation on sprites
for (let i = 0; i < sprites.length; i++) {
const layout = SPRITE_LAYOUT[i]!
sprites[i]!.position.y = layout.y + Math.sin(elapsed * 1.2 + offset) * 6
// Update time-driven passes
for (const { pass } of activePreset.timeDriven) {
flatland.render(renderer)
// Update monitors periodically
if (refreshTimer >= 0.5) {
monitors.passCount = activePreset.passes.length
// ─── Single-shot scene recorder ──────────────────────────────────
// await window.__captureScene('passfx-off', 3000)
// await window.__captureScene('passfx-on', 3000)
// Records the *current* visual state. Two files land in Downloads:
// <name>.webm — durationMs of canvas video
// <name>-poster.jpg — first-frame still
// 1. Pick the "off" preset (Clean) via Tweakpane.
// 2. Run `await __captureScene('passfx-off', 3000)`.
// 3. Switch to the "on" preset (e.g. CRT Arcade).
// 4. Run `await __captureScene('passfx-on', 3000)`.
// 5. Drop the four files into docs/public/diagrams/.
// To keep both videos animation-phase-aligned, the capture resets
// `elapsed` (which drives sprite float + VHS/static pass time) so
// both clips start at t=0.
__captureScene?: (name: string, durationMs?: number) => Promise<void>
}).__captureScene = async function captureScene(name: string, durationMs = 3000): Promise<void> {
if (!name || typeof name !== 'string') {
console.error('[captureScene] usage: __captureScene("passfx-off", 3000)')
const mainCanvas = renderer.domElement as HTMLCanvasElement
function pickMimeType(): string {
for (const m of candidates) {
if (typeof MediaRecorder !== 'undefined' && MediaRecorder.isTypeSupported(m)) return m
function downloadBlob(blob: Blob, filename: string): void {
const url = URL.createObjectURL(blob)
const a = document.createElement('a')
document.body.appendChild(a)
setTimeout(() => URL.revokeObjectURL(url), 1000)
async function capturePoster(filename: string): Promise<void> {
const dataUrl = mainCanvas.toDataURL('image/jpeg', 0.9)
const blob = await (await fetch(dataUrl)).blob()
downloadBlob(blob, filename)
async function recordVideo(filename: string): Promise<void> {
const stream = mainCanvas.captureStream(60)
const mimeType = pickMimeType()
const recorder = new MediaRecorder(stream, mimeType ? { mimeType } : undefined)
const chunks: Blob[] = []
recorder.ondataavailable = (e: BlobEvent) => {
if (e.data && e.data.size > 0) chunks.push(e.data)
return new Promise<void>((resolve) => {
recorder.onstop = () => {
const blob = new Blob(chunks, { type: mimeType || 'video/webm' })
downloadBlob(blob, filename)
setTimeout(() => recorder.stop(), durationMs)
// Reset animation phase so back-to-back captures start at t=0.
for (const { pass } of activePreset.timeDriven) pass.time = 0
await new Promise((r) => requestAnimationFrame(r))
console.log(`[captureScene] poster + ${durationMs}ms video → ${name}.webm + ${name}-poster.jpg`)
await capturePoster(`${name}-poster.jpg`)
await recordVideo(`${name}.webm`)
console.log(`[captureScene] done — ${name}.webm + ${name}-poster.jpg in Downloads.`)
import.meta.hot.dispose(() => {
cancelAnimationFrame(rafId)
activeRenderer.dispose?.()
activeRenderer.domElement.remove()