import { Canvas, extend, useFrame, useThree, useLoader } from '@react-three/fiber/webgpu'
import { Component, useRef, useEffect, useMemo, useState, Suspense, type ReactNode } from 'react'
} from '@three-flatland/skia/react'
import { SkiaPaint, SkiaPath } from '@three-flatland/skia'
import type { SkiaCanvas as SkiaCanvasInstance } from '@three-flatland/skia/three'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
reflector, color as tslColor, positionWorld, float as tslFloat, smoothstep as tslSmoothstep, uv, vec2, length as tslLength,
import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js'
import { Color, DoubleSide, Fog, Mesh, PlaneGeometry, type MeshBasicMaterial } from 'three'
import { MeshBasicNodeMaterial, MeshStandardNodeMaterial } from 'three/webgpu'
import { DevtoolsProvider, usePane } from '@three-flatland/devtools/react'
import { gemGradientNode } from './GemBackground'
import { GEM } from './gem'
extend({ SkiaRect, SkiaCircle, SkiaLine, SkiaPathNode, SkiaTextNode, SkiaGroup })
const SCALE = TEX_W / 512
const FONT_URL = 'https://cdn.jsdelivr.net/gh/rsms/inter@v4.1/docs/font-files/InterVariable.ttf'
const GRAD_COLORS: [number, number][] = [
[0xFFFF4444, 0xFF4444FF], [0xFF44FF44, 0xFFFF44FF],
[0xFFFFAA00, 0xFF00AAFF], [0xFF4488FF, 0xFFFF8844],
const PATH_OP_NAMES: Array<'difference' | 'intersect' | 'union' | 'xor'> = [
'difference', 'intersect', 'union', 'xor',
const PATH_OP_COLORS: [number, number, number, number][] = [
[0.9, 0.3, 0.3, 0.9], [0.3, 0.9, 0.4, 0.9], [0.3, 0.5, 0.9, 0.9], [0.9, 0.7, 0.2, 0.9],
const SKIA_WASM_BUILD_HINT =
'packages/skia/dist/ is gitignored — build it first: pnpm --filter @three-flatland/skia build'
/** True when `err` is the WASM instantiate failure that fires when packages/skia/dist/ hasn't been built. */
function isSkiaWasmLoadError(err: unknown): boolean {
const message = err instanceof Error ? err.message : String(err)
return /webassembly\.instantiate/i.test(message) || /buffersource argument is empty/i.test(message)
* Catches `useSkiaContext()`'s suspended `Skia.init()` rejecting — most
* commonly because packages/skia/dist/ (gitignored) hasn't been built
* in a fresh checkout/worktree — and reports an actionable message
* instead of the default "Uncaught Error" render crash.
class SkiaErrorBoundary extends Component<{ children: ReactNode }, { error: Error | null }> {
state: { error: Error | null } = { error: null }
static getDerivedStateFromError(error: Error) {
componentDidCatch(error: Error) {
if (isSkiaWasmLoadError(error)) {
console.error(`[skia example] Skia WASM failed to load. ${SKIA_WASM_BUILD_HINT}`)
const { error } = this.state
if (!error) return this.props.children
position: 'fixed', top: 12, left: 12, zIndex: 100,
padding: '8px 14px', background: 'rgba(0, 0, 0, 0.75)',
borderRadius: 6, fontSize: 13, fontFamily: 'ui-monospace, monospace',
{isSkiaWasmLoadError(error)
? 'Skia WASM not built — run: pnpm --filter @three-flatland/skia build'
: `Error: ${error.message}`}
function hslToArgb(h: number, s: number, l: number): number {
const c = (1 - Math.abs(2 * l - 1)) * s
const x = c * (1 - Math.abs((h / 60) % 2 - 1))
let r: number, g: number, b: number
if (h < 60) { r = c; g = x; b = 0 }
else if (h < 120) { r = x; g = c; b = 0 }
else if (h < 180) { r = 0; g = c; b = x }
else if (h < 240) { r = 0; g = x; b = c }
else if (h < 300) { r = x; g = 0; b = c }
else { r = c; g = 0; b = x }
const ri = Math.round((r + m) * 255), gi = Math.round((g + m) * 255), bi = Math.round((b + m) * 255)
return (0xFF000000 | (ri << 16) | (gi << 8) | bi) >>> 0
function smoothstep(t: number): number { return t * t * (3 - 2 * t) }
// ── Self-Animating Shape Components ──
[0.9, 0.3, 0.3], [0.3, 0.9, 0.4], [0.3, 0.5, 0.9],
[0.9, 0.7, 0.2], [0.7, 0.3, 0.9], [0.2, 0.8, 0.8],
const refs = useRef<(SkiaRect | null)[]>([])
cols: SQ_INIT.map(c => [...c]),
swapA: 0, swapB: 1, swapStart: 0,
fromA: [...SQ_INIT[0]!], fromB: [...SQ_INIT[1]!],
toA: [...SQ_INIT[1]!], toB: [...SQ_INIT[0]!],
useFrame(({ elapsed }) => {
let sqT = Math.min((t - s.swapStart) / sqDur, 1.0)
if (sqT >= 1.0 && t > 0) {
s.cols[s.swapA] = [...s.toA]; s.cols[s.swapB] = [...s.toB]
const a = Math.floor(Math.random() * 6)
const b = (a + 1 + Math.floor(Math.random() * 5)) % 6
s.swapA = a; s.swapB = b; s.swapStart = t
s.fromA = [...s.cols[a]!]; s.fromB = [...s.cols[b]!]
s.toA = [...s.cols[b]!]; s.toB = [...s.cols[a]!]
for (let i = 0; i < 6; i++) {
const node = refs.current[i]
if (i === s.swapA) c = s.fromA.map((v, j) => v + (s.toA[j]! - v) * sqT)
else if (i === s.swapB) c = s.fromB.map((v, j) => v + (s.toB[j]! - v) * sqT)
node.fill = [c[0]!, c[1]!, c[2]!, 1]
{SQ_INIT.map((col, i) => (
<skiaRect key={i} ref={(el: SkiaRect | null) => { refs.current[i] = el }}
x={30 + i * 78} y={30} width={68} height={68} cornerRadius={10}
fill={[col[0]!, col[1]!, col[2]!, 1] as [number, number, number, number]}
const refs = useRef<(SkiaCircle | null)[]>([])
useFrame(({ elapsed }) => {
for (let i = 0; i < 8; i++) {
const node = refs.current[i]
const ct = ((i / 8) + t * 0.0002) % 1.0
node.fill = [0.15 + 0.35 * ct, 0.2 + 0.25 * (1 - ct), 0.3 + 0.4 * Math.sin(ct * Math.PI * 2 + 4), 0.7]
{Array.from({ length: 8 }, (_, i) => (
<skiaCircle key={i} ref={(el: SkiaCircle | null) => { refs.current[i] = el }}
cx={64 + i * 56} cy={140} r={18}
fill={[0.4, 0.4, 0.6, 0.7] as [number, number, number, number]}
<skiaRect x={20} y={170} width={472} height={100}
stroke={[1, 1, 1, 0.3] as [number, number, number, number]} strokeWidth={2} />
<skiaRect x={28} y={176} width={456} height={88} cornerRadius={10}
stroke={[1, 1, 1, 0.3] as [number, number, number, number]} strokeWidth={2} />
function ScannerLines() {
const refs = useRef<(SkiaLine | null)[]>([])
useFrame(({ elapsed }) => {
const phase = Math.floor(t / 83) % 9
for (let i = 0; i < 9; i++) {
const node = refs.current[i]
const lt = ((i + phase) % 9) / 9
node.stroke = [0.5 + 0.5 * lt, 0.8 - 0.3 * lt, 0.3 + 0.5 * lt, 0.6]
{Array.from({ length: 9 }, (_, i) => (
<skiaLine key={i} ref={(el: SkiaLine | null) => { refs.current[i] = el }}
x1={36} y1={184 + i * 9} x2={472} y2={184 + i * 9}
strokeWidth={1} stroke={[0.5, 0.8, 0.3, 0.6] as [number, number, number, number]}
function GradientBars() {
const skia = useSkiaContext()!
const refs = useRef<(SkiaRect | null)[]>([])
const [paints] = useState(() =>
GRAD_COLORS.map(() => new SkiaPaint(skia).setFill()))
// Wire paints to nodes once refs are available
useFrame(({ elapsed }) => {
for (let i = 0; i < paints.length; i++) {
const node = refs.current[i]
if (!node.paint) node.paint = paints[i]
const dir = (i % 2 === 0) ? 1 : -1
const speed = 0.15 + i * 0.03
const mid = 0.5 + 0.4 * Math.sin(t * speed * 0.001 * dir)
const [cA, cB] = GRAD_COLORS[i]!
paints[i]!.setLinearGradient(30, y, 482, y, [cA!, cB!, cA!], [0, mid, 1])
{GRAD_COLORS.map((_, i) => (
<skiaRect key={i} ref={(el: SkiaRect | null) => { refs.current[i] = el }}
x={30} y={284 + i * 22} width={452} height={16} cornerRadius={4}
function PathOpGroup({ index }: { index: number }) {
const skia = useSkiaContext()!
const resultRef = useRef<SkiaPathNode>(null)
const ghostARef = useRef<SkiaPathNode>(null)
const ghostBRef = useRef<SkiaPathNode>(null)
const [paths] = useState(() => ({
a: new SkiaPath(skia), b: new SkiaPath(skia), result: new SkiaPath(skia),
useFrame(({ elapsed }) => {
const cx = 75 + index * 120
const spread = 12 + 6 * Math.sin(t * 0.002 + index)
paths.a.reset().addCircle(cx - spread, 404, 26)
paths.b.reset().addCircle(cx + spread, 404, 26)
const ok = paths.a.opInto(paths.b, PATH_OP_NAMES[index]!, paths.result)
resultRef.current.path = ok ? paths.result : undefined
resultRef.current.visible = ok
if (ghostARef.current) ghostARef.current.path = paths.a
if (ghostBRef.current) ghostBRef.current.path = paths.b
<skiaPathNode ref={resultRef} fill={PATH_OP_COLORS[index]} />
<skiaPathNode ref={ghostARef} stroke={[1, 1, 1, 0.15] as [number, number, number, number]} strokeWidth={1} />
<skiaPathNode ref={ghostBRef} stroke={[1, 1, 1, 0.15] as [number, number, number, number]} strokeWidth={1} />
const skia = useSkiaContext()
const typeface = useLoader(SkiaFontLoader, FONT_URL)
const size = useThree((s) => s.size)
const dpr = Math.min(devicePixelRatio, 2)
const pw = size.width * dpr
const ph = size.height * dpr
const titleFont = typeface.atSize(Math.round(32 * dpr))
const subFont = typeface.atSize(Math.round(14 * dpr))
const fpsFont = typeface.atSize(Math.round(11 * dpr))
const subtitleRef = useRef<SkiaTextNode>(null)
const [subtitlePaint] = useState(() => new SkiaPaint(skia).setFill())
const titleX = (pw - titleFont.measureText('@three-flatland/skia')) / 2
const subtitleX = (pw - subFont.measureText('GPU-accelerated vector graphics in the browser')) / 2
useFrame(({ elapsed }) => {
// Subtitle rainbow gradient
const sub = subtitleRef.current
sub.paint = subtitlePaint
const hue1 = (t * 0.05) % 360
const hue2 = (hue1 + 120) % 360
const subW = subFont.measureText(sub.text)
subtitlePaint.setLinearGradient(
sub.x, 0, sub.x + subW, 0,
[hslToArgb(hue1, 0.8, 0.6), hslToArgb(hue2, 0.8, 0.6)], [0, 1],
<skiaTextNode text="@three-flatland/skia" font={titleFont}
fill={[1, 1, 1, 1]} x={titleX} y={ph - 90} />
<skiaTextNode ref={subtitleRef} text="GPU-accelerated vector graphics in the browser"
font={subFont} paint={subtitlePaint} x={subtitleX} y={ph - 40} />
<skiaTextNode text={`Backend: ${skia.backend.toUpperCase()}`} font={fpsFont}
fill={[0.6, 0.6, 0.8, 0.6]} x={20} y={30} />
// ── 3D Scene Components ──
function ReflectiveGround() {
const { mat, groundReflector } = useMemo(() => {
const mat = new MeshStandardNodeMaterial()
const groundReflector = reflector({ resolutionScale: 1.0 })
const blurredReflection = gaussianBlur(groundReflector, null, 6)
const dist = positionWorld.xz.length()
const fadeFactor = dist.div(3.0).clamp(0.0, 1.0).oneMinus()
const fadeSharp = fadeFactor.mul(fadeFactor).mul(fadeFactor)
// Floor base color stays dark — the gem identity now lives on the
// L2 background plane (set in the Canvas onCreated) rather than
// composed into the floor surface itself. Reflections of the lit
// foreground panel carry the surface character; the dark base
// lets those reflections pop without competing with the floor.
mat.colorNode = tslColor(new Color(0x050505))
.add((blurredReflection as any).rgb.mul(fadeSharp).mul(0.5))
mat.roughnessNode = tslFloat(0.5).add(dist.div(5.0).clamp(0.0, 0.5))
return { mat, groundReflector }
const meshRef = useRef<Mesh>(null)
const mesh = meshRef.current
mesh.add(groundReflector.target)
return () => { mesh.remove(groundReflector.target) }
<mesh ref={meshRef} rotation-x={-Math.PI / 2} position-y={-0.01} material={mat}>
<planeGeometry args={[50, 50]} />
function Controls({ dampingFactor, minDistance, maxDistance }: {
const gl = useThree((s) => s.gl)
const camera = useThree((s) => s.camera)
const controlsRef = useRef<OrbitControls | null>(null)
const controls = new OrbitControls(camera, gl.domElement)
controls.enableDamping = true
controls.dampingFactor = dampingFactor
controls.target.set(0, 0.9, 0)
controls.minDistance = minDistance
controls.maxDistance = maxDistance
controls.maxPolarAngle = Math.PI * 0.85
controlsRef.current = controls
return () => controls.dispose()
}, [camera, gl]) // eslint-disable-line react-hooks/exhaustive-deps
const c = controlsRef.current
c.dampingFactor = dampingFactor
c.minDistance = minDistance
c.maxDistance = maxDistance
}, [dampingFactor, minDistance, maxDistance])
useFrame(() => controlsRef.current?.update())
const panelH = 2.8 * (TEX_H / TEX_W)
const centerRef = useRef<Mesh>(null)
const leftRef = useRef<Mesh>(null)
const rightRef = useRef<Mesh>(null)
const leftMatRef = useRef<MeshBasicMaterial>(null)
const rightMatRef = useRef<MeshBasicMaterial>(null)
const renderer = useThree((s) => s.renderer)
const canvasRef = useRef<SkiaCanvasInstance>(null)
useFrame(({ elapsed }) => {
const hover = Math.sin(elapsed) * 0.05
if (centerRef.current) centerRef.current.position.y = 1.2 + hover
if (leftRef.current) leftRef.current.position.y = 1.2 + hover
if (rightRef.current) rightRef.current.position.y = 1.2 + hover
// Share texture with side panels
const texture = canvasRef.current?.texture ?? null;
if (leftMatRef.current && leftMatRef.current.map !== texture) {
leftMatRef.current.map = texture; leftMatRef.current.needsUpdate = true
if (rightMatRef.current && rightMatRef.current.map !== texture) {
rightMatRef.current.map = texture; rightMatRef.current.needsUpdate = true
canvasRef.current?.render(true)
// renderOrder=10 forces the skia panels to draw LAST (after bgPlane,
// ground, and floorEdge). When the panel's transparent skia regions
// composite, the framebuffer already contains the gem-tinted bg
// plane behind them — so transparency reveals the gradient instead
<mesh ref={centerRef} position={[0, 1.2, -0.4]} renderOrder={10}>
<planeGeometry args={[panelW, panelH]} />
<meshBasicMaterial color={0xffffff} side={DoubleSide} transparent premultipliedAlpha>
<SkiaCanvas ref={canvasRef as any} attach={attachSkiaTexture} renderer={renderer} width={TEX_W} height={TEX_H}>
<skiaRect x={0} y={0} width={TEX_W} height={TEX_H} fill={[0.06, 0.06, 0.1, 0] as [number, number, number, number]} />
<skiaGroup scale={[SCALE, SCALE, 1]}>
{PATH_OP_NAMES.map((_, i) => (
<PathOpGroup key={i} index={i} />
<mesh ref={leftRef} position={[-2.6, 1.2, 0.3]} rotation-y={0.35} renderOrder={10}>
<planeGeometry args={[panelW, panelH]} />
<meshBasicMaterial ref={leftMatRef} color={0xffffff} side={DoubleSide} transparent premultipliedAlpha />
<mesh ref={rightRef} position={[2.6, 1.2, 0.3]} rotation-y={-0.35} renderOrder={10}>
<planeGeometry args={[panelW, panelH]} />
<meshBasicMaterial ref={rightMatRef} color={0xffffff} side={DoubleSide} transparent premultipliedAlpha />
const renderer = useThree((s) => s.renderer)
const size = useThree((s) => s.size)
const skia = useSkiaContext()
const dpr = Math.min(devicePixelRatio, 2)
const pw = size.width * dpr
const ph = size.height * dpr
const overlayRef = useRef<SkiaCanvasInstance>(null)
// ── TweakPane debug controls ──
// Render overlay after Three.js render
overlayRef.current?.render(true)
<ambientLight color={0x404060} intensity={0.5} />
<directionalLight color={0xffffff} intensity={0.8} position={[2, 4, 3]} />
<Controls dampingFactor={0.05} minDistance={2} maxDistance={10} />
<SkiaCanvas ref={overlayRef as any} renderer={renderer} width={pw} height={ph} overlay>
<Suspense fallback={null}>
export default function App() {
// Wraps <Canvas>, not its children: R3F's own internal wiring
// re-throws captured render errors (including a suspended
// Skia.init() rejection) during Canvas's own DOM-tree render, so an
// ancestor boundary out here is what actually catches it — and it's
// the only safe place for a DOM-rendering fallback, since Canvas's
// children render through R3F's own reconciler, which can't host
camera={{ position: [0, 0.9, 4.5], fov: 40, near: 0.1, far: 100 }}
renderer={{ antialias: true }}
onCreated={({ scene, gl }) => {
// Pure-black clear + fog so foreground 3D meshes (floor, panels)
// fade to the same void the floor's distant edges dissolve into.
gl.setClearColor(new Color(0x000000))
scene.background = new Color(0x000000)
scene.fog = new Fog(0x000000, 6, 18)
// Gem-gradient backdrop as a real 3D plane (L2). Sits at z=-15
// behind the panel/floor; opaque, with a tightened gradient
// radius (0.4) so the gem identity stays in the upper-left
// and the visible top portion of the screen reads mostly as
// outer-ring BG (dark). Atmospheric blend into the floor is
// handled by the FloorEdgeFade quad below, not by alpha here.
const bgMat = new MeshBasicNodeMaterial({ depthWrite: false, fog: false })
bgMat.colorNode = gemGradientNode({ gem: GEM, radius: 0.4 })
const bgPlane = new Mesh(new PlaneGeometry(40, 25), bgMat)
bgPlane.position.set(0, 0.9, -15)
bgPlane.renderOrder = -100
// Floor edge fade — horizontal sibling quad just above the
// ground plane that paints the SAME gem gradient as the bg
// plane over the floor's hard rectangular silhouette via a
// radial alpha smoothstep — opaque at the corners, transparent
// in the center where reflections show through. Because
// gemGradientNode is screen-space, the floor-edge quad and the
// bg plane sample the same colors at any given screen pixel —
// the floor's edges dissolve seamlessly into the bg plane (no
// Ported from remotion-studio-monorepo's FloorEdgeFade.tsx,
// adapted: their version paints scene.background (flat color);
// ours paints the same screen-space gem gradient as the bg
// plane so the match holds against a non-flat backdrop.
const edgeMat = new MeshBasicNodeMaterial({
edgeMat.colorNode = gemGradientNode({ gem: GEM, radius: 0.4 })
const edgeDist = tslLength(uv().sub(vec2(0.5))).mul(tslFloat(2))
edgeMat.opacityNode = tslSmoothstep(tslFloat(0.35), tslFloat(0.7), edgeDist)
const floorEdge = new Mesh(new PlaneGeometry(50, 50), edgeMat)
floorEdge.rotation.x = -Math.PI / 2
floorEdge.position.y = 0 // just above ground (at -0.01)
floorEdge.renderOrder = 1 // after the floor (default 0)
<DevtoolsProvider name="skia" />
<Suspense fallback={null}>