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wireframe-portal-title

heygen-com/hyperframes/wireframe-portal-title

A wireframe portal bursts open, the title comes through, then its letters swap into a second phrase. HyperFrames block, 1920×1080, 8s, 9 variables.

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Installation

npx skills add https://github.com/heygen-com/hyperframes --skill wireframe-portal-title

技能檔案

SKILL.md

最近同步 · 2026年9月20日

assets/fonts/Geist-OFL.txt
Copyright (c) 2023 Vercel, in collaboration with basement.studio

This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL

-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------

PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.

The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.

DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.

"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).

"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).

"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.

"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.

PERMISSION AND CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:

1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.

2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.

3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.

4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.

5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.

TERMINATION
This license becomes null and void if any of the above conditions are
not met.

DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
registry-item.json
{
  "$schema": "https://hyperframes.heygen.com/schema/registry-item.json",
  "name": "wireframe-portal-title",
  "type": "hyperframes:block",
  "title": "Wireframe Portal Title",
  "description": "A wireframe portal bursts open, the title comes through, then its letters swap into a second phrase.",
  "tags": [
    "3d-motion",
    "title-card",
    "wireframe",
    "portal",
    "burst",
    "typography",
    "post-processing",
    "phrase-swap"
  ],
  "dimensions": {
    "width": 1920,
    "height": 1080
  },
  "duration": 8,
  "files": [
    {
      "path": "wireframe-portal-title.html",
      "target": "compositions/wireframe-portal-title/wireframe-portal-title.html",
      "type": "hyperframes:composition"
    },
    {
      "path": "assets/fonts/Geist-Bold.ttf",
      "target": "compositions/wireframe-portal-title/assets/fonts/Geist-Bold.ttf",
      "type": "hyperframes:asset"
    },
    {
      "path": "assets/fonts/Geist-Regular.ttf",
      "target": "compositions/wireframe-portal-title/assets/fonts/Geist-Regular.ttf",
      "type": "hyperframes:asset"
    },
    {
      "path": "assets/fonts/Geist-SemiBold.ttf",
      "target": "compositions/wireframe-portal-title/assets/fonts/Geist-SemiBold.ttf",
      "type": "hyperframes:asset"
    },
    {
      "path": "assets/fonts/Geist-OFL.txt",
      "target": "compositions/wireframe-portal-title/assets/fonts/Geist-OFL.txt",
      "type": "hyperframes:asset"
    },
    {
      "path": "SKILL.md",
      "target": "compositions/wireframe-portal-title/SKILL.md",
      "type": "hyperframes:asset"
    }
  ],
  "preview": {
    "video": "https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/wireframe-portal-title.mp4",
    "poster": "https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/wireframe-portal-title.png"
  }
}
SKILL.md
---
name: wireframe-portal-title
description: A wireframe portal bursts open, the title comes through, then its letters swap into a second phrase. HyperFrames block, 1920×1080, 8s, 9 variables.
---

# Wireframe Portal Title

Extruded wireframe letterforms are built from the bundled Geist face with a TTF loader and polygon offsetting, then revealed through a portal burst whose chaos is a variable. A second beat swaps the letters into a replacement phrase with whole-word wrapping and auto type size, staggered with a tunable easing curve and settle glitch, with optional depth fog.

Composition id: `wireframe-portal-title`. Duration 8 s at 30 fps, 1920×1080.

## Files

- `wireframe-portal-title.html` (63 KB)
- `assets/fonts/Geist-Bold.ttf` (65 KB)
- `assets/fonts/Geist-Regular.ttf` (65 KB)
- `assets/fonts/Geist-SemiBold.ttf` (65 KB)
- `assets/fonts/Geist-OFL.txt` (4 KB)

## Install

Install with `npx hyperframes add wireframe-portal-title`; by default the files above land under `compositions/wireframe-portal-title/`. Then mount the block from the host `index.html`:

```html
<div
  data-composition-id="wireframe-portal-title"
  data-composition-src="compositions/wireframe-portal-title/wireframe-portal-title.html"
  data-start="0"
  data-duration="8"
  data-track-index="1"
  data-width="1920"
  data-height="1080"
></div>
```

Render with custom values by targeting the composition file directly:

```sh
npx --yes [email protected] render 'compositions/wireframe-portal-title/wireframe-portal-title.html' --variables '{"title":"BREAKTHROUGH","replacementPhrase":"Lets do this sir!"}'
```

## Variables

Read at runtime via `window.__hyperframes.getVariables()`; declared on the composition root as `data-composition-variables` (single-quoted attribute, plain JSON).

| id                  | type    | default                      | label / range                                       |
| ------------------- | ------- | ---------------------------- | --------------------------------------------------- |
| `title`             | string  | `"BREAKTHROUGH"`             | Title max 18 chars                                  |
| `replacementPhrase` | string  | `"Lets do this sir!"`        | 3D replacement phrase (auto layout)                 |
| `phraseDuration`    | number  | `1.85`                       | Phrase transition duration (s) 0.65–2.9 step 0.05   |
| `phraseEasing`      | number  | `8`                          | Transition easing (1 gentle – 8 snap) 1–8 step 0.25 |
| `settleGlitch`      | number  | `0.2`                        | Letter settle glitch strength 0–4 step 0.05         |
| `depthFog`          | boolean | `true`                       | Depth fog (early fade always on)                    |
| `subtitle`          | string  | `"HYPERFRAMES PORTAL TITLE"` | Subtitle max 48 chars                               |
| `accent`            | color   | `"#F5C518"`                  | Accent                                              |
| `burstChaos`        | number  | `1`                          | Burst chaos (0-2) 0–2 step 0.01                     |

## Runtime contract

- One paused GSAP timeline registered as `window.__timelines["wireframe-portal-title"]`.
- Re-syncs on the `hf-seek` CustomEvent; every frame is a closed-form function of time (seeded PRNG only, no rAF loops, no Date.now).
- Renderer: three.js 0.181.2, GSAP 3.14.2, Canvas 2D, GLSL shaders, Post-processing, Seeded PRNG, Clipper. Budget roughly 350 MB per live instance; run one at a time.
- External runtime dependencies: `https://cdn.jsdelivr.net/npm/[email protected]/dist/gsap.min.js`, `https://cdn.jsdelivr.net/npm/[email protected]/clipper.js`, `https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js`, `https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/`.
- Local fonts: assets/fonts/Geist-Regular.ttf, assets/fonts/Geist-SemiBold.ttf, assets/fonts/Geist-Bold.ttf.

## Editing rules (from the source project)

1. Keep `data-composition-variables` a single-quoted attribute with plain `"` JSON. Never save it through Studio's Design panel.
2. Do not put `<canvas>` in static markup; create it at runtime.
3. Keep every visual state a function of t; seek-safety is what makes the block renderable.
wireframe-portal-title.html
<!doctype html>
<html
  lang="en"
  data-composition-variables='[{"id":"title","type":"string","label":"Title","default":"BREAKTHROUGH","maxLength":18},{"id":"replacementPhrase","type":"string","label":"3D replacement phrase (auto layout)","default":"Lets do this sir!","description":"Every word is preserved. Whole-word line wrapping and type size adapt to the 3D frame."},{"id":"phraseDuration","type":"number","label":"Phrase transition duration (s)","default":1.85,"min":0.65,"max":2.9,"step":0.05,"unit":"s","description":"Total time for the letter transition, including the stagger. Lower is faster. The opening and white return keep their original timing."},{"id":"phraseEasing","type":"number","label":"Transition easing (1 gentle – 8 snap)","default":8,"min":1,"max":8,"step":0.25,"description":"Higher values keep the beginning slow and concentrate acceleration at the letter swap, then settle gently. 4 is the default."},{"id":"settleGlitch","type":"number","label":"Letter settle glitch strength","default":0.2,"min":0,"max":4,"step":0.05,"description":"Scales the deterministic block glitch and letter jitter around swap and settling. 0 disables it; 4 makes it strongest."},{"id":"depthFog","type":"boolean","label":"Depth fog (early fade always on)","default":true,"description":"Dims receding outlines into the dark scene. Early opacity fades remain active when fog is off."},{"id":"subtitle","type":"string","label":"Subtitle","default":"HYPERFRAMES PORTAL TITLE","maxLength":48},{"id":"accent","type":"color","label":"Accent","default":"#F5C518"},{"id":"burstChaos","type":"number","label":"Burst chaos (0-2)","default":1,"min":0,"max":2,"step":0.01}]'
>
  <head>
    <meta charset="UTF-8" />
    <meta name="viewport" content="width=1920, height=1080" />
    <title>Wireframe Portal Title</title>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/gsap.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/clipper.js"></script>
    <script type="importmap">
      {
        "imports": {
          "three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
          "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
        }
      }
    </script>
    <style>
      @font-face {
        font-family: "Geist";
        src: url("assets/fonts/Geist-Regular.ttf") format("truetype");
        font-weight: 400;
      }
      @font-face {
        font-family: "Geist";
        src: url("assets/fonts/Geist-SemiBold.ttf") format("truetype");
        font-weight: 600;
      }
      @font-face {
        font-family: "Geist";
        src: url("assets/fonts/Geist-Bold.ttf") format("truetype");
        font-weight: 700;
      }
      * {
        margin: 0;
        padding: 0;
        box-sizing: border-box;
      }
      html,
      body {
        margin: 0;
        width: 1920px;
        height: 1080px;
        overflow: hidden;
        background: #000;
      }
      body {
        font-family: "Geist", "Inter", system-ui, sans-serif;
      }
      #root {
        position: relative;
        width: 1920px;
        height: 1080px;
        overflow: hidden;
      }
      .clip {
        position: absolute;
        inset: 0;
      }
      /* dark underlay (never on the root itself) */
      #wpt-under {
        position: absolute;
        inset: 0;
        background: #0b0b0b;
      }
      /* ---- flat 2D title card ---- */
      #wpt-card {
        position: absolute;
        inset: 0;
        background: #e8e8e8;
        color: #0a0a0a;
        display: flex;
        flex-direction: column;
        align-items: center;
        justify-content: center;
      }
      #wpt-kicker {
        font-weight: 600;
        font-size: 22px;
        letter-spacing: 0;
        text-indent: 0;
        color: #1f1f1f;
        margin-bottom: 34px;
        display: flex;
        align-items: center;
        gap: 18px;
      }
      #wpt-headline {
        font-weight: 700;
        font-size: 176px;
        line-height: 1;
        letter-spacing: 0.03em;
        white-space: nowrap;
        color: #0a0a0a;
      }
      #wpt-headline span {
        display: inline-block;
      }
      #wpt-subtitle {
        margin-top: 40px;
        font-weight: 400;
        font-size: 34px;
        letter-spacing: 0.02em;
        color: #3d3d3d;
      }
      /* ---- canvas layers (intentionally cover the 2D card once the portal opens) ---- */
      #wpt-three,
      #wpt-warp {
        position: absolute;
        inset: 0;
        width: 1920px;
        height: 1080px;
        display: block;
      }
      #wpt-white {
        position: absolute;
        inset: 0;
        background: #ffffff;
        opacity: 0;
        display: flex;
        align-items: center;
        justify-content: center;
      }
    </style>
  </head>
  <body>
    <div
      data-hf-id="hf-ek69"
      id="root"
      data-composition-id="wireframe-portal-title"
      data-start="0"
      data-duration="8"
      data-width="1920"
      data-height="1080"
    >
      <section
        data-hf-id="hf-50tz"
        id="wpt-scene"
        class="clip"
        data-start="0"
        data-duration="8"
        data-track-index="1"
      >
        <div data-hf-id="hf-6av1" id="wpt-under"></div>

        <div data-hf-id="hf-r32l" id="wpt-card" data-layout-allow-occlusion="">
          <div data-hf-id="hf-0bgu" id="wpt-kicker">
            <span data-hf-id="hf-m027" id="wpt-kicker-text">HYPERFRAMES PRESENTS</span>
          </div>
          <h1 data-hf-id="hf-pwyf" id="wpt-headline"></h1>
          <div data-hf-id="hf-jivp" id="wpt-subtitle"></div>
        </div>

        <div data-hf-id="hf-dugk" id="wpt-white" data-layout-allow-occlusion=""></div>
      </section>
    </div>

    <script>
      // ---- variables (safe fallback when API absent) ----
      (function () {
        var vars = {};
        try {
          if (window.__hyperframes && window.__hyperframes.getVariables) {
            vars = window.__hyperframes.getVariables() || {};
          }
        } catch (e) {}
        var title =
          String(vars.title || "BREAKTHROUGH")
            .trim()
            .toUpperCase() || "BREAKTHROUGH";
        var subtitle = String(vars.subtitle || "HYPERFRAMES PORTAL TITLE");
        // Preserve every word. The 3D layout wraps whole words and scales to fit.
        window.__wptPhrase =
          String(vars.replacementPhrase || "BEYOND LIMITS")
            .trim()
            .toUpperCase()
            .replace(/\s+/g, " ") || "BEYOND LIMITS";
        function numberVar(id, fallback, min, max) {
          var value = vars[id] === undefined ? fallback : Number(vars[id]);
          return isFinite(value) ? Math.max(min, Math.min(max, value)) : fallback;
        }
        window.__wptTransition = {
          start: 2.85,
          duration: numberVar("phraseDuration", 1.85, 0.65, 2.9),
          easing: numberVar("phraseEasing", 4, 1, 8),
          glitch: numberVar("settleGlitch", 1, 0, 4),
          fog: vars.depthFog !== false,
        };
        var accent = String(vars.accent || "#F5C518");
        document.documentElement.style.setProperty("--wpt-accent", accent);
        window.__wptAccent = accent;
        var bc = Number(vars.burstChaos);
        window.__wptBurstChaos = isFinite(bc) ? Math.max(0, Math.min(2, bc)) : 1;

        function fillHeadline(id, text, prefix) {
          var hl = document.getElementById(id);
          for (var i = 0; i < text.length; i++) {
            var ch = text[i];
            var span = document.createElement("span");
            if (ch === " ") {
              span.innerHTML = "&nbsp;";
            } else {
              span.textContent = ch;
              span.setAttribute("data-3d-char", prefix + i);
            }
            hl.appendChild(span);
          }
        }
        fillHeadline("wpt-headline", title, "t-");
        document.getElementById("wpt-subtitle").textContent = subtitle;
        // Runtime canvases keep the Studio variables parser intact.
        ["wpt-three", "wpt-warp"].forEach(function (id) {
          var canvas = document.createElement("canvas");
          canvas.id = id;
          canvas.width = 1920;
          canvas.height = 1080;
          document
            .getElementById("wpt-scene")
            .insertBefore(canvas, document.getElementById("wpt-white"));
        });
      })();
    </script>

    <script>
      // ---- state proxy + single paused timeline ----
      window.__timelines = window.__timelines || {};
      const S = {
        portal: 0, // 0 = flat 2D page, 1 = 3D wireframe world
        push: 0, // exit camera push through the letterforms
        glitch: 0, // block-glitch tick amount
        warp: 0, // warp-dot visibility
        travel: 0, // warp-dot accumulated z travel (world units)
        exitFx: 0, // zoom-blur / brightness lift on the way out
      };
      window.__wptState = S;

      const tl = gsap.timeline({ paused: true });

      // IN — the flat 2D card settles first (the 3D module measures letter
      // positions via offset* geometry, so these transforms don't skew it)
      tl.from("#wpt-kicker", { y: -24, opacity: 0, duration: 0.45, ease: "power3.out" }, 0);
      tl.from(
        "#wpt-headline span",
        { y: 44, opacity: 0, duration: 0.5, stagger: 0.025, ease: "power3.out" },
        0.03,
      );
      tl.from("#wpt-subtitle", { y: 18, opacity: 0, duration: 0.45, ease: "power3.out" }, 0.22);

      // IN — portal irises open (p = 0.5 around t ~= 1.47s)
      tl.to(S, { portal: 1, duration: 2.05, ease: "power2.inOut" }, 0.45);
      // The 3D layer owns the copy by now. Keep the original card background
      // under the portal feather, while retiring its covered DOM text.
      tl.set(["#wpt-headline", "#wpt-kicker", "#wpt-subtitle"], { autoAlpha: 0 }, 2.5);

      // warp dots: burst through the transition, settle to a slow stream in the hold
      tl.to(S, { warp: 1, duration: 1.0, ease: "sine.in" }, 0.45);
      tl.to(S, { warp: 0.28, duration: 1.2, ease: "sine.out" }, 1.5);
      tl.to(S, { warp: 0.85, duration: 0.8, ease: "power1.in" }, 6.0);
      tl.to(S, { travel: 16, duration: 2.05, ease: "sine.inOut" }, 0.45);
      tl.to(S, { travel: 22, duration: 3.5, ease: "none" }, 2.5);
      tl.to(S, { travel: 38, duration: 2.0, ease: "power2.in" }, 6.0);

      // faint glitch ticks on two beats
      tl.to(S, { glitch: 0.55, duration: 0.09, ease: "power1.in" }, 3.8);
      tl.to(S, { glitch: 0, duration: 0.24, ease: "power2.out" }, 3.89);
      tl.to(S, { glitch: 0.55, duration: 0.09, ease: "power1.in" }, 5.2);
      tl.to(S, { glitch: 0, duration: 0.24, ease: "power2.out" }, 5.29);

      // OUT — camera pushes through and past the letterforms, frame lifts to white
      tl.to(S, { push: 1, duration: 1.6, ease: "power2.in" }, 6.0);
      tl.to(S, { exitFx: 1, duration: 1.6, ease: "power2.in" }, 6.4);
      tl.to("#wpt-white", { opacity: 1, duration: 0.95, ease: "sine.inOut" }, 6.9);
      // The white plate is intentionally empty and fully opaque for the last hold.
      tl.addLabel("light-card", 0.8);
      tl.addLabel("portal-alignment", 1.47);
      tl.addLabel(
        "phrase-handoff",
        window.__wptTransition.start + window.__wptTransition.duration * 0.6,
      );
      tl.addLabel("phrase-hold", window.__wptTransition.start + window.__wptTransition.duration);
      tl.addLabel("white-empty", 7.9);

      tl.eventCallback("onUpdate", function () {
        if (window.__wptRender) window.__wptRender(tl.time());
      });
      /* Studio's player seeks with GSAP events suppressed and dispatches an
         hf-seek CustomEvent instead — re-sync and repaint so the stage follows. */
      window.addEventListener("hf-seek", function (event) {
        var d = event && event.detail;
        if (d && typeof d.time === "number")
          tl.totalTime(Math.min(d.time, tl.totalDuration()), true);
        var fn = tl.eventCallback("onUpdate");
        if (fn) fn();
      });

      window.__timelines["wireframe-portal-title"] = tl;
    </script>

    <script type="module">
      import * as THREE from "three";
      import { FontLoader } from "three/addons/loaders/FontLoader.js";
      import { TTFLoader } from "three/addons/loaders/TTFLoader.js";
      import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
      import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
      import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
      import { OutputPass } from "three/addons/postprocessing/OutputPass.js";
      import { LineSegments2 } from "three/addons/lines/LineSegments2.js";
      import { LineSegmentsGeometry } from "three/addons/lines/LineSegmentsGeometry.js";
      import { LineMaterial } from "three/addons/lines/LineMaterial.js";

      // ---------- seeded PRNG (replaces the experiment's Math.random) ----------
      function mulberry32(a) {
        return function () {
          a |= 0;
          a = (a + 0x6d2b79f5) | 0;
          let t = Math.imul(a ^ (a >>> 15), 1 | a);
          t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
          return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
        };
      }
      const rand = mulberry32(20260824);
      const phraseRand = mulberry32(20260831);

      // ---------- params (preset 31 defaults from the experiment config) ----------
      const P = {
        gridLineColor: "#ffffff",
        gridSpacing: 29,
        gridSize: 500,
        gridOpacity: 0.15,
        gridFadeStart: 1,
        gridFadeEnd: 175,
        gridOffsetX: -14.5,
        gridGlowSpeed: 8.7,
        gridGlowIntensity: 1.3,
        textDepthMin: 0.28,
        textDepthMax: 2,
        letterZSpread: 4, // experiment: 9 — tightened so perspective shifts don't split the word or crop the frame
        outlineColor: "#ffffff",
        outlineWidth: 1.5,
        starburstPoints: 24,
        portalChromatic: 0,
        portalEdgeBlur: 0.15,
        portalIrregularity: window.__wptBurstChaos !== undefined ? window.__wptBurstChaos : 1,
        portalStartColor: "#e8e8e8",
        portalScale: 0.8,
        portalColorSpeed: 1.7,
        warpDotCount: 1000,
        warpDotSize: 2,
        warpDotOpacity: 0.7,
        warpDotColor: "#888888",
        transChromatic: 0.01,
        transZoomBlur: 3.2,
        transDistortion: 0.05,
        transBrightness: 1.6,
        transContrast: 1.25,
        transSaturation: 0,
        cameraDistance: 22,
        initialFOV: 100,
        cameraDistance3D: 66, // pulled back from the experiment's 48.5 so the full word composes in-frame at 1920x1080
        finalFOV: 72,
        contentZOffset: 30,
        vignetteIntensity: 1.7,
        chromaticAberration: 0.006,
        scanlineIntensity: 0.25,
        edgeBlur: 50,
        edgeBlurSpread: 0.15,
        glitchPower: 0.2,
        glitchSpeed: 3,
        glitchBlockSize: 15,
        glitchColorRate: 0.009,
        ambientIntensity: 0.5,
        keyLightIntensity: 4.25,
        keyLightX: 2,
        keyLightY: -2.5,
        keyLightZ: 4.5,
        bgColor: "#000000",
      };
      const W = 1920;
      const H = 1080;
      const ACCENT = window.__wptAccent || "#F5C518";

      // ---------- shaders (ported verbatim from the experiment) ----------
      const PortalCompositeShader = {
        uniforms: {
          tDiffuse: { value: null },
          uPortalRadius: { value: 0.0 },
          uPortalCenter: { value: new THREE.Vector2(0.5, 0.5) },
          uStarburstPoints: { value: P.starburstPoints },
          uChromaticStrength: { value: P.portalChromatic },
          uEdgeBlur: { value: P.portalEdgeBlur },
          uIrregularity: { value: P.portalIrregularity },
          uStartColor: { value: new THREE.Color(P.portalStartColor) },
          uPortalProgress: { value: 0.0 },
          uTime: { value: 0 },
          uOuterBlur: { value: 0.0 },
        },
        vertexShader: `
          varying vec2 vUv;
          void main() {
            vUv = uv;
            gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
          }
        `,
        fragmentShader: `
          uniform sampler2D tDiffuse;
          uniform float uPortalRadius;
          uniform vec2 uPortalCenter;
          uniform int uStarburstPoints;
          uniform float uChromaticStrength;
          uniform float uEdgeBlur;
          uniform float uIrregularity;
          uniform vec3 uStartColor;
          uniform float uPortalProgress;
          uniform float uTime;
          uniform float uOuterBlur;
          varying vec2 vUv;

          float hash(float n) { return fract(sin(n) * 43758.5453); }

          void main() {
            vec2 uv = vUv;
            vec2 center = uPortalCenter;
            vec2 delta = uv - center;
            float dist = length(delta);
            float angle = atan(delta.y, delta.x);

            float points = float(uStarburstPoints);
            float spikeLength = 0.2 * uPortalRadius;
            float valleyDepth = 0.08 * uPortalRadius;
            float baseR = uPortalRadius - valleyDepth;

            float seed = floor(uTime * 0.4) * 7.13;

            // Low-frequency undulation: the base ellipse itself wobbles.
            float wob = sin(angle * 2.0 + seed * 1.7)
                      * 0.45 + sin(angle * 3.0 - seed * 2.3 + 1.9) * 0.33
                      + sin(angle * 5.0 + seed * 0.9 + 4.2) * 0.22;
            baseR *= 1.0 + wob * 0.16 * uIrregularity;

            // Warp the angle before segmenting: spikes cluster and gap
            // instead of sitting on an even sunburst lattice.
            float aw = angle
                     + (sin(angle * 3.0 + seed + 0.7) * 0.55
                      + sin(angle * 5.0 - seed * 1.3 + 2.3) * 0.35)
                       * 0.45 * uIrregularity;

            float segAngle = 6.28318 / points;
            float localAngle = mod(aw + 3.14159, segAngle);
            float segIndex = floor((aw + 3.14159) / segAngle);

            float t = localAngle / segAngle;

            // Per-spike character: off-centre tips, fat-to-needle sharpness,
            // broad length spread with occasional dominant spikes.
            float h1 = hash(segIndex * 17.3 + seed);
            float h2 = hash(segIndex * 31.7 + seed + 5.1);
            float h3 = hash(segIndex * 47.9 + seed + 9.7);
            float tip = mix(0.5, mix(0.2, 0.8, h2), min(uIrregularity, 1.0));
            float spike = t < tip ? t / max(tip, 1e-3)
                                  : (1.0 - t) / max(1.0 - tip, 1e-3);
            spike = pow(clamp(spike, 0.0, 1.0),
                        mix(1.0, mix(0.55, 3.2, h3), min(uIrregularity, 1.0)));
            float lenVar = mix(0.35, 1.15, h1) + pow(h2, 6.0) * 1.8;
            float spikeScale = mix(1.0, lenVar, min(uIrregularity, 1.5));

            float thisSpike = spike * spikeLength * spikeScale;
            float starShape = baseR + thisSpike;

            float feather = max(0.002, uEdgeBlur);
            float mask = smoothstep(starShape + feather, starShape - feather, dist);

            if (mask < 0.001) {
              gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
              return;
            }

            float edgeDist = abs(dist - starShape);
            float edgeFactor = smoothstep(feather * 3.0, 0.0, edgeDist) * uChromaticStrength;
            vec2 chrDir = normalize(delta + 0.001) * edgeFactor;

            float r = texture2D(tDiffuse, uv + chrDir).r;
            float g = texture2D(tDiffuse, uv).g;
            float b = texture2D(tDiffuse, uv - chrDir).b;
            vec3 sceneColor = vec3(r, g, b);

            gl_FragColor = vec4(sceneColor, mask);
          }
        `,
      };

      const TransitionFXShader = {
        uniforms: {
          tDiffuse: { value: null },
          uTransAmount: { value: 0.0 },
          uChromatic: { value: P.transChromatic },
          uZoomBlur: { value: P.transZoomBlur },
          uDistortion: { value: P.transDistortion },
          uBrightness: { value: P.transBrightness },
          uContrast: { value: P.transContrast },
          uSaturation: { value: P.transSaturation },
        },
        vertexShader: `
          varying vec2 vUv;
          void main() {
            vUv = uv;
            gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
          }
        `,
        fragmentShader: `
          uniform sampler2D tDiffuse;
          uniform float uTransAmount;
          uniform float uChromatic;
          uniform float uZoomBlur;
          uniform float uDistortion;
          uniform float uBrightness;
          uniform float uContrast;
          uniform float uSaturation;
          varying vec2 vUv;

          void main() {
            if (uTransAmount < 0.001) {
              gl_FragColor = texture2D(tDiffuse, vUv);
              return;
            }

            vec2 uv = vUv;
            vec2 center = uv - 0.5;
            float dist = length(center);

            vec2 distortedUV = uv + center * dist * dist * uDistortion * uTransAmount;
            distortedUV = clamp(distortedUV, 0.0, 1.0);

            vec3 color = vec3(0.0);
            float totalWeight = 0.0;
            float blurAmount = uZoomBlur * uTransAmount * 0.1;
            for (int i = 0; i < 10; i++) {
              float t = float(i) / 9.0;
              float weight = 1.0 - t * 0.6;
              vec2 sampleUV = clamp(distortedUV + center * blurAmount * t, 0.0, 1.0);
              color += texture2D(tDiffuse, sampleUV).rgb * weight;
              totalWeight += weight;
            }
            color /= totalWeight;

            float caAmount = uChromatic * uTransAmount;
            vec2 caDir = normalize(center + 0.001) * caAmount;
            color.r = mix(color.r, texture2D(tDiffuse, clamp(distortedUV + caDir, 0.0, 1.0)).r, uTransAmount);
            color.b = mix(color.b, texture2D(tDiffuse, clamp(distortedUV - caDir, 0.0, 1.0)).b, uTransAmount);

            float brightness = mix(1.0, uBrightness, uTransAmount);
            color *= brightness;

            float contrast = mix(1.0, uContrast, uTransAmount);
            color = (color - 0.5) * contrast + 0.5;

            float saturation = mix(1.0, uSaturation, uTransAmount);
            float lum = dot(color, vec3(0.299, 0.587, 0.114));
            color = mix(vec3(lum), color, saturation);

            gl_FragColor = vec4(clamp(color, 0.0, 1.0), texture2D(tDiffuse, uv).a);
          }
        `,
      };

      const GlitchShader = {
        uniforms: {
          tDiffuse: { value: null },
          uTime: { value: 0 },
          uShakePower: { value: 0.0 },
          uShakeRate: { value: 0.0 },
          uShakeSpeed: { value: P.glitchSpeed },
          uShakeBlockSize: { value: P.glitchBlockSize },
          uShakeColorRate: { value: 0.0 },
        },
        vertexShader: `
          varying vec2 vUv;
          void main() {
            vUv = uv;
            gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
          }
        `,
        fragmentShader: `
          uniform sampler2D tDiffuse;
          uniform float uTime;
          uniform float uShakePower;
          uniform float uShakeRate;
          uniform float uShakeSpeed;
          uniform float uShakeBlockSize;
          uniform float uShakeColorRate;
          varying vec2 vUv;

          float random(float seed) {
            return fract(543.2543 * sin(dot(vec2(seed, seed), vec2(3525.46, -54.3415))));
          }

          void main() {
            float enable_shift = float(
              random(trunc(uTime * uShakeSpeed)) < uShakeRate
            );

            vec2 fixed_uv = vUv;
            fixed_uv.x += (
              random(
                (trunc(vUv.y * uShakeBlockSize) / uShakeBlockSize) + uTime
              ) - 0.5
            ) * uShakePower * enable_shift;

            vec4 pixel_color = texture2D(tDiffuse, fixed_uv);
            pixel_color.r = mix(
              pixel_color.r,
              texture2D(tDiffuse, fixed_uv + vec2(uShakeColorRate, 0.0)).r,
              enable_shift
            );
            pixel_color.b = mix(
              pixel_color.b,
              texture2D(tDiffuse, fixed_uv + vec2(-uShakeColorRate, 0.0)).b,
              enable_shift
            );

            gl_FragColor = pixel_color;
          }
        `,
      };

      const EdgeBlurShader = {
        uniforms: {
          tDiffuse: { value: null },
          uDirection: { value: new THREE.Vector2(1, 0) },
          uBlurAmount: { value: 0.0 },
          uSpread: { value: P.edgeBlurSpread },
          uResolution: { value: new THREE.Vector2(W, H) },
        },
        vertexShader: `
          varying vec2 vUv;
          void main() {
            vUv = uv;
            gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
          }
        `,
        fragmentShader: `
          uniform sampler2D tDiffuse;
          uniform vec2 uDirection;
          uniform float uBlurAmount;
          uniform float uSpread;
          uniform vec2 uResolution;
          varying vec2 vUv;

          void main() {
            vec2 center = vUv - 0.5;
            float dist = length(center);
            float blurStart = (1.0 - uSpread) * 0.5;
            float edgeFactor = smoothstep(blurStart, blurStart + 0.3, dist);
            float radius = edgeFactor * uBlurAmount;

            if (radius < 0.5) {
              gl_FragColor = texture2D(tDiffuse, vUv);
              return;
            }

            vec2 texelSize = 1.0 / uResolution;
            vec2 step = uDirection * texelSize * radius;

            vec4 result = vec4(0.0);
            result += texture2D(tDiffuse, vUv - step * 6.0) * 0.002;
            result += texture2D(tDiffuse, vUv - step * 5.0) * 0.009;
            result += texture2D(tDiffuse, vUv - step * 4.0) * 0.028;
            result += texture2D(tDiffuse, vUv - step * 3.0) * 0.066;
            result += texture2D(tDiffuse, vUv - step * 2.0) * 0.121;
            result += texture2D(tDiffuse, vUv - step * 1.0) * 0.175;
            result += texture2D(tDiffuse, vUv)               * 0.198;
            result += texture2D(tDiffuse, vUv + step * 1.0) * 0.175;
            result += texture2D(tDiffuse, vUv + step * 2.0) * 0.121;
            result += texture2D(tDiffuse, vUv + step * 3.0) * 0.066;
            result += texture2D(tDiffuse, vUv + step * 4.0) * 0.028;
            result += texture2D(tDiffuse, vUv + step * 5.0) * 0.009;
            result += texture2D(tDiffuse, vUv + step * 6.0) * 0.002;

            gl_FragColor = result;
          }
        `,
      };

      const PostFXShader = {
        uniforms: {
          tDiffuse: { value: null },
          uVignetteIntensity: { value: 0.0 },
          uChromaticAberration: { value: 0.0 },
          uScanlineIntensity: { value: 0.0 },
          uTime: { value: 0.0 },
        },
        vertexShader: `
          varying vec2 vUv;
          void main() {
            vUv = uv;
            gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
          }
        `,
        fragmentShader: `
          uniform sampler2D tDiffuse;
          uniform float uVignetteIntensity;
          uniform float uChromaticAberration;
          uniform float uScanlineIntensity;
          uniform float uTime;
          varying vec2 vUv;

          void main() {
            vec2 uv = vUv;
            vec2 center = uv - 0.5;
            float dist = length(center);
            float dist2 = dot(center, center);

            float edgeFactor = smoothstep(0.2, 0.6, dist);
            float caStrength = uChromaticAberration * edgeFactor;
            vec2 caDir = normalize(center + 0.001) * caStrength;
            vec3 color;
            color.r = texture2D(tDiffuse, clamp(uv + caDir, 0.0, 1.0)).r;
            color.g = texture2D(tDiffuse, uv).g;
            color.b = texture2D(tDiffuse, clamp(uv - caDir, 0.0, 1.0)).b;

            float scanline = sin(uv.y * 800.0 + uTime * 2.0) * 0.5 + 0.5;
            scanline = pow(scanline, 8.0) * uScanlineIntensity;
            color -= scanline * 0.08;
            float noiseLine = fract(sin(floor(uv.y * 400.0 + uTime * 5.0) * 43758.5453)) * uScanlineIntensity * 0.03;
            color += noiseLine;

            float vignette = 1.0 - dist2 * uVignetteIntensity;
            vignette = smoothstep(0.0, 0.5, clamp(vignette, 0.0, 1.0));
            color *= vignette;

            gl_FragColor = vec4(color, texture2D(tDiffuse, uv).a);
          }
        `,
      };

      const GridLineShader = {
        uniforms: {
          uColor: { value: new THREE.Color(P.gridLineColor) },
          uOpacity: { value: P.gridOpacity },
          uFadeStart: { value: P.gridFadeStart },
          uFadeEnd: { value: P.gridFadeEnd },
          uCameraPos: { value: new THREE.Vector3() },
          uTime: { value: 0.0 },
          uGlowSpeed: { value: P.gridGlowSpeed },
          uGlowIntensity: { value: P.gridGlowIntensity },
        },
        vertexShader: `
          varying vec3 vWorldPos;
          void main() {
            vec4 worldPos = modelMatrix * vec4(position, 1.0);
            vWorldPos = worldPos.xyz;
            gl_Position = projectionMatrix * viewMatrix * worldPos;
          }
        `,
        fragmentShader: `
          uniform vec3 uColor;
          uniform float uOpacity;
          uniform float uFadeStart;
          uniform float uFadeEnd;
          uniform vec3 uCameraPos;
          uniform float uTime;
          uniform float uGlowSpeed;
          uniform float uGlowIntensity;
          varying vec3 vWorldPos;

          float hash(float n) { return fract(sin(n) * 43758.5453); }

          void main() {
            float dist = distance(vWorldPos, uCameraPos);
            float fade = 1.0 - smoothstep(uFadeStart, uFadeEnd, dist);
            if (fade < 0.01) discard;

            float dotGlow = 0.0;
            float dotRadius = 0.4;

            for (int d = 0; d < 5; d++) {
              float di = float(d);
              float seedX = hash(floor(vWorldPos.y * 10.0) * 137.0 + floor(vWorldPos.z * 10.0) * 311.0 + di * 73.0);
              float dotPosX = mod(uTime * uGlowSpeed * (0.5 + seedX * 2.0) + seedX * 200.0, 300.0) - 150.0;
              dotGlow += exp(-pow((vWorldPos.x - dotPosX) / dotRadius, 2.0)) * 0.5;

              float seedY = hash(floor(vWorldPos.x * 10.0) * 173.0 + floor(vWorldPos.z * 10.0) * 271.0 + di * 91.0);
              float dotPosY = mod(uTime * uGlowSpeed * (0.5 + seedY * 2.0) + seedY * 200.0, 300.0) - 150.0;
              dotGlow += exp(-pow((vWorldPos.y - dotPosY) / dotRadius, 2.0)) * 0.5;

              float seedZ = hash(floor(vWorldPos.x * 10.0) * 251.0 + floor(vWorldPos.y * 10.0) * 197.0 + di * 59.0);
              float dotPosZ = mod(uTime * uGlowSpeed * (0.5 + seedZ * 2.0) + seedZ * 200.0, 300.0) - 150.0;
              dotGlow += exp(-pow((vWorldPos.z - dotPosZ) / dotRadius, 2.0)) * 0.5;
            }

            dotGlow *= uGlowIntensity;

            float finalAlpha = (uOpacity + dotGlow) * fade;
            vec3 finalColor = uColor * (1.0 + dotGlow * 3.0);

            gl_FragColor = vec4(finalColor, min(finalAlpha, 1.0));
          }
        `,
      };

      // ---------- font: local Geist Bold TTF -> three Font (blocks the load event) ----------
      const ttfBuffer = await fetch("assets/fonts/Geist-Bold.ttf").then((r) => r.arrayBuffer());
      const font = new FontLoader().parse(new TTFLoader().parse(ttfBuffer));
      try {
        await document.fonts.ready; // DOM letter rects must be measured with the real font
      } catch (e) {}

      // Shrink the DOM headline if a long title overflows, BEFORE measuring spans
      for (const id of ["wpt-headline"]) {
        const el = document.getElementById(id);
        if (el.scrollWidth > 1760) {
          el.style.fontSize = Math.floor(176 * (1760 / el.scrollWidth)) + "px";
        }
      }

      // ---------- renderer / scenes / camera ----------
      const canvas = document.getElementById("wpt-three");
      const renderer = new THREE.WebGLRenderer({
        canvas,
        antialias: true,
        alpha: true,
        stencil: true,
        preserveDrawingBuffer: true, // audit pixel-hashing + deterministic capture read the buffer back
      });
      renderer.setSize(W, H, false);
      renderer.setPixelRatio(1);
      renderer.setClearColor(0x000000, 0);
      renderer.toneMapping = THREE.NoToneMapping;

      const scene = new THREE.Scene();
      const gridScene = new THREE.Scene();
      const camera = new THREE.PerspectiveCamera(P.initialFOV, W / H, 0.1, 500);
      camera.position.set(0, 0, P.cameraDistance);
      camera.lookAt(0, 0, 0);

      // Lighting (for the floating extruded shapes)
      scene.add(new THREE.AmbientLight(0xffffff, P.ambientIntensity));
      const dirLight = new THREE.DirectionalLight(0xffffff, P.keyLightIntensity);
      dirLight.position.set(P.keyLightX, P.keyLightY, P.keyLightZ);
      scene.add(dirLight);

      // ---------- background plane + volumetric glow-dot grid ----------
      const bgPlaneMat = new THREE.MeshBasicMaterial({
        color: P.portalStartColor,
        side: THREE.DoubleSide,
      });
      const bgPlane = new THREE.Mesh(new THREE.PlaneGeometry(500, 500), bgPlaneMat);
      bgPlane.position.z = -100;
      bgPlane.renderOrder = -10;
      gridScene.add(bgPlane);

      const gridPositions = [];
      {
        const count = Math.floor(P.gridSize / P.gridSpacing);
        const he = P.gridSize;
        for (let a = -count; a <= count; a++) {
          for (let b = -count; b <= count; b++) {
            const ca = a * P.gridSpacing;
            const cb = b * P.gridSpacing;
            gridPositions.push(-he, ca, cb, he, ca, cb);
            gridPositions.push(ca, -he, cb, ca, he, cb);
            gridPositions.push(ca, cb, -he, ca, cb, he);
          }
        }
      }
      const gridGeo = new THREE.BufferGeometry();
      gridGeo.setAttribute("position", new THREE.Float32BufferAttribute(gridPositions, 3));
      const gridMat = new THREE.ShaderMaterial({
        uniforms: THREE.UniformsUtils.clone(GridLineShader.uniforms),
        vertexShader: GridLineShader.vertexShader,
        fragmentShader: GridLineShader.fragmentShader,
        transparent: true,
        depthWrite: false,
      });
      const gridLines = new THREE.LineSegments(gridGeo, gridMat);
      gridLines.position.x = P.gridOffsetX;
      gridLines.visible = false;
      gridScene.add(gridLines);

      // ---------- floating extruded triangles (experiment's decorative shapes) ----------
      function triangleShape(size) {
        const shape = new THREE.Shape();
        const h = (size * Math.sqrt(3)) / 2;
        shape.moveTo(0, h * 0.66);
        shape.lineTo(-size / 2, -h * 0.33);
        shape.lineTo(size / 2, -h * 0.33);
        shape.closePath();
        return shape;
      }
      const floatingShapes = [];
      const shapeConfigs = [
        { size: 1.8, basePos: [-8, 5, 2], color: ACCENT },
        { size: 1.4, basePos: [7, -3, 1], color: ACCENT },
        { size: 1.0, basePos: [-6, -6, 3], color: "#1a1a1a" },
        { size: 1.2, basePos: [9, 6, 2], color: ACCENT },
      ];
      for (const cfg of shapeConfigs) {
        const geo = new THREE.ExtrudeGeometry(triangleShape(cfg.size), {
          depth: 0.3,
          bevelEnabled: true,
          bevelThickness: 0.02,
          bevelSize: 0.02,
          bevelSegments: 2,
        });
        geo.center();
        const mesh = new THREE.Mesh(
          geo,
          new THREE.MeshStandardMaterial({ color: cfg.color, roughness: 0.4, metalness: 0.1 }),
        );
        mesh.position.set(cfg.basePos[0], cfg.basePos[1], cfg.basePos[2]);
        mesh.userData.basePos = new THREE.Vector3(...cfg.basePos);
        scene.add(mesh);
        floatingShapes.push(mesh);
      }

      // ---------- 3D page content: extruded letters + flat outlined lines ----------
      const contentGroup = new THREE.Group();
      contentGroup.visible = false;
      scene.add(contentGroup);
      const textMeshes = [];

      // Screen px -> world units at the 2D camera (FOV 100, z 22)
      const fovRad = (P.initialFOV * Math.PI) / 180;
      const visH = 2 * P.cameraDistance * Math.tan(fovRad / 2);
      const visW = visH * (W / H);
      function rectToWorld(r) {
        return {
          x: ((r.left + r.width / 2) / W - 0.5) * visW,
          y: (0.5 - (r.top + r.height / 2) / H) * visH,
          w: (r.width / W) * visW,
          h: (r.height / H) * visH,
        };
      }
      // Transform-immune element rect (GSAP intro tweens offset elements at t=0)
      function offsetRect(el) {
        let left = el.offsetLeft;
        let top = el.offsetTop;
        let node = el.offsetParent;
        while (node && node.id !== "wpt-card" && node !== document.body) {
          left += node.offsetLeft;
          top += node.offsetTop;
          node = node.offsetParent;
        }
        return { left, top, width: el.offsetWidth, height: el.offsetHeight };
      }
      const lineResolution = new THREE.Vector2(W, H);

      // Geist glyphs contain self-overlapping junction notches (fine for nonzero-winding
      // browser fills, fatal for extrusion triangulation + EdgesGeometry). Resolve the
      // overlaps with a nonzero polygon union before extruding.
      function cleanShapes(shapes) {
        const SC = 1000;
        const cleaned = [];
        for (const shape of shapes) {
          const pts = shape.extractPoints(12);
          const paths = [pts.shape, ...pts.holes].map((ring) =>
            ring.map((p) => ({ X: Math.round(p.x * SC), Y: Math.round(p.y * SC) })),
          );
          let simp;
          try {
            simp = ClipperLib.Clipper.SimplifyPolygons(paths, ClipperLib.PolyFillType.pftNonZero);
          } catch (e) {
            cleaned.push(shape);
            continue;
          }
          const outerRings = [];
          const holeRings = [];
          for (const ring of simp) {
            if (ring.length < 3) continue;
            (ClipperLib.Clipper.Orientation(ring) ? outerRings : holeRings).push(ring);
          }
          const outShapes = outerRings.map(
            (r) => new THREE.Shape(r.map((p) => new THREE.Vector2(p.X / SC, p.Y / SC))),
          );
          for (const hr of holeRings) {
            let owner = outShapes[0];
            for (let oi = 0; oi < outerRings.length; oi++) {
              if (ClipperLib.Clipper.PointInPolygon(hr[0], outerRings[oi]) !== 0) {
                owner = outShapes[oi];
                break;
              }
            }
            if (owner)
              owner.holes.push(
                new THREE.Path(hr.map((p) => new THREE.Vector2(p.X / SC, p.Y / SC))),
              );
          }
          cleaned.push(...outShapes);
        }
        return cleaned;
      }

      function cleanTextGeometry(text, size, depth) {
        const shapes = cleanShapes(font.generateShapes(text, size));
        return new THREE.ExtrudeGeometry(shapes, { depth, bevelEnabled: false });
      }

      function createLetterAt(char, wr, random = rand) {
        const g = new THREE.Group();
        // A shared geometry size lets a reused glyph scale continuously between
        // source and target layouts, even when a long phrase needs smaller type.
        const size = 10;
        const geo = cleanTextGeometry(char, size, P.textDepthMax);
        geo.computeBoundingBox();
        const bb = geo.boundingBox;
        const geoW = bb.max.x - bb.min.x;
        const geoH = bb.max.y - bb.min.y;
        geo.center();
        const xyScale = Math.min(wr.w / (geoW || 1), wr.h / (geoH || 1));

        g.add(
          new THREE.Mesh(
            geo,
            new THREE.MeshBasicMaterial({
              color: "#050505",
              side: THREE.DoubleSide,
              transparent: true,
            }),
          ),
        );

        const edges = new THREE.EdgesGeometry(geo, 20);
        const lineGeo = new LineSegmentsGeometry();
        lineGeo.setPositions(edges.attributes.position.array);
        const lineMat = new LineMaterial({
          color: new THREE.Color(P.outlineColor).getHex(),
          linewidth: P.outlineWidth,
          transparent: true,
          resolution: lineResolution,
        });
        g.add(new LineSegments2(lineGeo, lineMat));
        edges.dispose();

        g.scale.set(xyScale, xyScale, 0.01);
        g.position.set(wr.x, wr.y, 0);
        g.userData.char = char;
        g.userData.baseX = wr.x;
        g.userData.baseY = wr.y;
        g.userData.xyScale = xyScale;
        g.userData.targetZ = (random() - 0.5) * P.letterZSpread;
        const ratio = P.textDepthMin / P.textDepthMax;
        g.userData.depthScale = ratio + random() * (1 - ratio);
        g.userData.isLetter = true;
        contentGroup.add(g);
        textMeshes.push(g);
        return g;
      }

      function createFlatLine(text, wr, widthMult, opacity) {
        const geo = cleanTextGeometry(text, 1, 0.02);
        geo.computeBoundingBox();
        const bb = geo.boundingBox;
        const geoW = bb.max.x - bb.min.x;
        const geoH = bb.max.y - bb.min.y;
        geo.center();
        const s = Math.min(wr.h / (geoH || 1), wr.w / (geoW || 1));

        const g = new THREE.Group();
        g.add(
          new THREE.Mesh(
            geo,
            new THREE.MeshBasicMaterial({
              color: "#050505",
              side: THREE.DoubleSide,
              transparent: true,
            }),
          ),
        );
        const edges = new THREE.EdgesGeometry(geo, 40);
        const lineGeo = new LineSegmentsGeometry();
        lineGeo.setPositions(edges.attributes.position.array);
        const lineMat = new LineMaterial({
          color: new THREE.Color(P.outlineColor).getHex(),
          linewidth: P.outlineWidth * widthMult,
          transparent: true,
          opacity: opacity,
          resolution: lineResolution,
        });
        g.add(new LineSegments2(lineGeo, lineMat));
        edges.dispose();

        g.scale.set(s, s, 1);
        g.position.set(wr.x, wr.y, 0);
        g.userData.baseY = wr.y;
        g.userData.isSupporting = true;
        g.userData.faceColor = g.children[0].material.color.clone();
        contentGroup.add(g);
        textMeshes.push(g);
      }

      // Headline letters from the DOM spans (2D card and 3D letters stay aligned)
      document.querySelectorAll("#wpt-headline [data-3d-char]").forEach((span) => {
        const ch = span.textContent;
        if (!ch || ch.trim() === "") return;
        const r = offsetRect(span);
        if (r.width < 1 || r.height < 1) return;
        createLetterAt(ch, rectToWorld(r));
      });
      const sourceLetters = textMeshes.slice();
      // Kicker + subtitle as flat outlined lines
      const kickEl = document.getElementById("wpt-kicker-text");
      if (kickEl && kickEl.textContent.trim()) {
        createFlatLine(kickEl.textContent, rectToWorld(offsetRect(kickEl)), 0.7, 0.6);
      }
      const subEl = document.getElementById("wpt-subtitle");
      if (subEl && subEl.textContent.trim()) {
        createFlatLine(subEl.textContent, rectToWorld(offsetRect(subEl)), 0.7, 0.6);
      }

      const supportingLines = textMeshes.filter((obj) => obj.userData.isSupporting);
      const replacementLetters = [];
      const transition = window.__wptTransition;
      const clamp01 = (v) => Math.max(0, Math.min(1, v));
      const smooth = (v) => {
        const x = clamp01(v);
        return x * x * (3 - 2 * x);
      };

      // Typeset from font metrics, independent of any final DOM card. Search
      // whole-word wraps, maximizing readable type size in a safe 1520 x 620 box.
      // A long unbroken word shrinks intact; no words or glyphs are discarded.
      function layoutPhrase(text) {
        const measure = document.createElement("canvas").getContext("2d");
        measure.font = "700 176px Geist";
        const tracking = 176 * 0.03;
        const advance = (char) => measure.measureText(char).width + tracking;
        const width = (line) =>
          Array.from(line).reduce((sum, char) => sum + advance(char), -tracking);
        const words = text.split(" ");
        const widest = Math.max(...words.map(width));
        const total = width(text);
        let best = null;
        // Trying each possible break-width gives several balanced candidates
        // without restricting the result to two words or a fixed line count.
        const candidates = new Set([total, widest]);
        for (let first = 0; first < words.length; first++) {
          let line = "";
          for (let last = first; last < words.length; last++) {
            line += (line ? " " : "") + words[last];
            candidates.add(width(line));
          }
        }
        for (const limit of candidates) {
          if (limit < widest) continue;
          const lines = [];
          let line = "";
          for (const word of words) {
            const next = line ? line + " " + word : word;
            if (line && width(next) > limit + 0.01) {
              lines.push(line);
              line = word;
            } else line = next;
          }
          if (line) lines.push(line);
          const widths = lines.map(width);
          const scale = Math.min(1, 1520 / Math.max(...widths), 620 / (lines.length * 176 * 1.18));
          const balance = Math.min(...widths) / Math.max(...widths);
          const score = scale * (0.94 + 0.06 * balance);
          if (!best || score > best.score) best = { lines, widths, scale, score };
        }
        const glyphs = [];
        const lineHeight = 176 * 1.18 * best.scale;
        best.lines.forEach((line, row) => {
          let left = (W - best.widths[row] * best.scale) / 2;
          for (const char of Array.from(line)) {
            const step = advance(char) * best.scale;
            if (char.trim())
              glyphs.push({
                char,
                row,
                rect: {
                  left,
                  top: H / 2 + (row - (best.lines.length - 1) / 2) * lineHeight - 88 * best.scale,
                  width: (advance(char) - tracking) * best.scale,
                  height: 176 * best.scale,
                },
              });
            left += step;
          }
        });
        return { ...best, glyphs };
      }
      const phraseLayout = layoutPhrase(window.__wptPhrase);
      for (const { char, rect, row } of phraseLayout.glyphs) {
        const letter = createLetterAt(char, rectToWorld(rect), phraseRand);
        // Keep spacing consistent at the hold camera while retaining real depth.
        const distance = P.cameraDistance3D - P.contentZOffset;
        const perspective = (distance - letter.userData.targetZ) / distance;
        letter.userData.baseX *= perspective;
        letter.userData.baseY *= perspective;
        letter.userData.xyScale *= perspective;
        letter.userData.row = row;
        replacementLetters.push(letter);
      }

      // Reuse matching letter identities first, then pair remaining glyphs by
      // spatial proximity. Extra target letters have their own distant Z origin;
      // unused source letters depart early instead of lingering until a swap.
      const slots = replacementLetters.map((to) => ({ from: null, to }));
      const remaining = new Set(sourceLetters);
      const distance = (a, b) => Math.hypot(a.baseX - b.baseX, a.baseY - b.baseY);
      for (const exactOnly of [true, false]) {
        for (const slot of slots) {
          if (slot.from) continue;
          let closest = null,
            cost = Infinity;
          for (const letter of remaining) {
            if (exactOnly && letter.userData.char !== slot.to.userData.char) continue;
            const candidateCost = distance(letter.userData, slot.to.userData);
            if (candidateCost < cost) {
              closest = letter;
              cost = candidateCost;
            }
          }
          if (closest) {
            slot.from = closest;
            remaining.delete(closest);
          }
        }
      }
      for (const from of remaining) slots.push({ from, to: null });
      slots.forEach((slot, i) => {
        const target = slot.to || slot.from;
        slot.start = slot.from
          ? slot.from.userData
          : {
              baseX: target.userData.baseX * 1.25,
              baseY: target.userData.baseY * 1.25,
              targetZ: -60 - phraseRand() * 65,
              xyScale: target.userData.xyScale,
            };
        slot.end = (slot.to || slot.from).userData;
        const rank = i / Math.max(1, replacementLetters.length - 1);
        slot.delay = clamp01(rank) * transition.duration * 0.26;
        // Keep the same object alive when the character itself does not change.
        slot.sameGlyph = !!(
          slot.from &&
          slot.to &&
          slot.from.userData.char === slot.to.userData.char
        );
        if (slot.sameGlyph) slot.to.visible = false;
      });

      // The adjustable power concentrates speed around the edge-on letter swap
      // at 62% of local time: slow preparation, fast handoff, then a soft settle.
      function phraseEase(progress) {
        const x = clamp01(progress);
        const a = Math.pow(x * 0.38, transition.easing);
        const b = Math.pow((1 - x) * 0.62, transition.easing);
        return a / (a + b);
      }
      function opacityFor(obj, opacity) {
        for (const child of obj.children) {
          child.material.opacity = opacity;
          child.material.depthWrite = opacity > 0.995;
        }
      }
      function depthFade(obj, amount, baseOpacity = 1) {
        const opacity = 1 - smooth((amount - 0.005) / 0.13);
        opacityFor(obj, opacity);
        const haze = transition.fog ? 1 - smooth(amount / 0.15) : 1;
        obj.children[1].material.color.set(P.outlineColor).lerp(endCol, 1 - haze);
        obj.children[1].material.opacity = baseOpacity * opacity;
        obj.visible = opacity > 0.001;
        return opacity;
      }

      function handoffLetters(t, portal) {
        let glitchEnvelope = 0;
        for (let i = 0; i < slots.length; i++) {
          const slot = slots[i];
          const progress = clamp01(
            (t - transition.start - slot.delay) / (transition.duration * 0.74),
          );
          const motion = phraseEase(progress);
          const incoming = motion >= 0.5;
          const start = slot.start,
            end = slot.end;
          // Spare source letters fog out during the first fraction of recession,
          // before the active letters turn. This path also runs with fog disabled.
          if (!slot.to) {
            const depart = smooth(
              (t - transition.start - (i % 3) * 0.025) / Math.min(0.75, transition.duration * 0.45),
            );
            const obj = slot.from;
            obj.position.set(start.baseX, start.baseY, start.targetZ * portal - depart * 125);
            obj.rotation.set(0, depart * 0.3, 0);
            obj.scale.set(
              start.xyScale,
              start.xyScale,
              THREE.MathUtils.lerp(0.01, start.depthScale, portal),
            );
            depthFade(obj, depart);
            continue;
          }
          const x = THREE.MathUtils.lerp(start.baseX, end.baseX, motion);
          const y =
            THREE.MathUtils.lerp(start.baseY, end.baseY, motion) +
            Math.sin(t * 0.6 + i * 0.7) * 0.12 * portal;
          // Keep the approved forward rush: the original camera pushes into
          // the wireframe world as the resolved letters accelerate toward it.
          // A small reading-order stagger carries each letter past the lens;
          // there is no backward Z travel or opacity dissolve on this exit.
          const exitDelay = (i / Math.max(1, replacementLetters.length - 1)) * 0.2;
          const flyPast = Math.pow(clamp01((t - 6.0 - exitDelay) / 1.25), 3);
          const z =
            THREE.MathUtils.lerp(start.targetZ, end.targetZ, motion) * portal -
            Math.sin(Math.PI * motion) * 1.8 +
            flyPast * 38;
          // Retire a glyph only after its full extrusion is behind the camera.
          // Before then, clipping and perspective carry the fly-through.
          const cameraSpace = new THREE.Vector3(x, y, z + P.contentZOffset * portal).applyMatrix4(
            camera.matrixWorldInverse,
          );
          const passedCamera = cameraSpace.z > P.textDepthMax * 2;
          const edge = Math.pow(Math.abs(2 * motion - 1), 0.65);
          const swapPulse = Math.exp(-Math.pow((progress - 0.62) / 0.045, 2));
          const settlePulse = Math.exp(-Math.pow((progress - 0.86) / 0.065, 2));
          glitchEnvelope = Math.max(glitchEnvelope, swapPulse * 0.65, settlePulse);
          const tick =
            Math.sin(Math.floor(t * 36) * 17.1 + i * 4.7) * settlePulse * transition.glitch;
          for (const [obj, isIncoming] of [
            [slot.from, false],
            [slot.to, true],
          ]) {
            if (!obj) continue;
            const isActive = slot.sameGlyph ? !isIncoming : incoming === isIncoming;
            // New glyphs fly up from deep Z throughout the move. They are not
            // duplicates split out of a source letter, and never disappear at the seam.
            const extra = !slot.from;
            const entrance = extra ? smooth(motion / 0.34) : 1;
            const opacity = entrance;
            obj.visible = (extra || isActive) && opacity > 0.001 && !passedCamera;
            opacityFor(obj, opacity);
            obj.position.set(x + tick * 0.12, y + tick * 0.04, z);
            obj.rotation.set(
              0,
              slot.sameGlyph
                ? Math.sin(Math.PI * motion) * 0.55
                : extra
                  ? -Math.PI * 0.75 * (1 - motion)
                  : incoming
                    ? -Math.PI * (1 - motion)
                    : Math.PI * motion,
              tick * 0.012,
            );
            const xyScale = THREE.MathUtils.lerp(start.xyScale, end.xyScale, motion);
            obj.scale.set(
              xyScale,
              xyScale,
              THREE.MathUtils.lerp(0.01, end.depthScale, portal) *
                (extra || slot.sameGlyph ? 1 : 0.015 + 0.985 * edge),
            );
          }
        }
        return glitchEnvelope;
      }

      function recedeSupportingLines(t) {
        supportingLines.forEach((obj, i) => {
          const travel = smooth((t - 2.65 - i * 0.09) / 1.3);
          obj.position.z = -145 * travel;
          depthFade(obj, travel, 0.6);
        });
      }

      // ---------- post-processing chain (experiment pass order + glitch pass) ----------
      const renderTarget = new THREE.WebGLRenderTarget(W, H, {
        format: THREE.RGBAFormat,
        type: THREE.HalfFloatType,
        depthBuffer: true,
        samples: 4,
      });
      const composer = new EffectComposer(renderer, renderTarget);
      composer.setSize(W, H);

      const gridRenderPass = new RenderPass(gridScene, camera);
      gridRenderPass.clearAlpha = 0;
      composer.addPass(gridRenderPass);

      const contentRenderPass = new RenderPass(scene, camera);
      contentRenderPass.clear = false;
      composer.addPass(contentRenderPass);

      const blurPassH = new ShaderPass(EdgeBlurShader);
      blurPassH.uniforms.uDirection.value.set(1, 0);
      composer.addPass(blurPassH);
      const blurPassV = new ShaderPass(EdgeBlurShader);
      blurPassV.uniforms.uDirection.value.set(0, 1);
      composer.addPass(blurPassV);

      const postfxPass = new ShaderPass(PostFXShader);
      composer.addPass(postfxPass);

      const glitchPass = new ShaderPass(GlitchShader);
      composer.addPass(glitchPass);

      const transFXPass = new ShaderPass(TransitionFXShader);
      composer.addPass(transFXPass);

      const portalPass = new ShaderPass(PortalCompositeShader);
      portalPass.material.transparent = true;
      composer.addPass(portalPass);

      composer.addPass(new OutputPass());

      // ---------- warp dots (2D overlay canvas, pure function of state) ----------
      const warpCanvas = document.getElementById("wpt-warp");
      // Keep warp-dot rasterization identical on fresh and repeated seeks.
      const wctx = warpCanvas.getContext("2d", { willReadFrequently: true });
      const warpDots = [];
      {
        const count = P.warpDotCount;
        const depthLayers = Math.ceil(Math.cbrt(count) * 2);
        const sideCount = Math.ceil(Math.sqrt(count / depthLayers));
        outer: for (let iz = 0; iz < depthLayers; iz++) {
          for (let iy = 0; iy < sideCount; iy++) {
            for (let ix = 0; ix < sideCount; ix++) {
              if (warpDots.length >= count) break outer;
              warpDots.push({
                x: (ix - (sideCount - 1) / 2) * 1.0,
                y: (iy - (sideCount - 1) / 2) * 1.0,
                z: iz * 1.0 + 0.5,
              });
            }
          }
        }
      }
      const WARP_MAX_Z = Math.max(10, Math.ceil(Math.cbrt(P.warpDotCount) * 2));

      function drawWarpDots(S) {
        wctx.clearRect(0, 0, W, H);
        const vis = S.warp;
        if (vis < 0.01) return;
        const cx = W / 2;
        const cy = H / 2;
        for (let i = 0; i < warpDots.length; i++) {
          const d = warpDots[i];
          let z = (((d.z - S.travel) % WARP_MAX_Z) + WARP_MAX_Z) % WARP_MAX_Z;
          if (z < 0.05) z += WARP_MAX_Z;

          const scale = 300 / z;
          const sx = cx + d.x * scale;
          const sy = cy + d.y * scale;
          const size = (P.warpDotSize / z) * 3;
          if (size < 0.3) continue;
          if (sx < -10 || sx > W + 10 || sy < -10 || sy > H + 10) continue;

          const depthAlpha = Math.min(1, 2 / z);
          const alpha = depthAlpha * vis * P.warpDotOpacity;

          wctx.globalAlpha = alpha;
          wctx.fillStyle = P.warpDotColor;
          wctx.beginPath();
          wctx.arc(sx, sy, size, 0, Math.PI * 2);
          wctx.fill();

          if (z < 2 && size > 1) {
            const streakLen = (2 - z) * 20 * vis;
            const dx = sx - cx;
            const dy = sy - cy;
            const dist = Math.sqrt(dx * dx + dy * dy) || 1;
            wctx.globalAlpha = alpha * 0.3;
            wctx.beginPath();
            wctx.moveTo(sx, sy);
            wctx.lineTo(sx + (dx / dist) * streakLen, sy + (dy / dist) * streakLen);
            wctx.strokeStyle = P.warpDotColor;
            wctx.lineWidth = size * 0.5;
            wctx.stroke();
          }
        }
        wctx.globalAlpha = 1;
      }

      // ---------- render: everything derived from timeline time + state proxy ----------
      const startCol = new THREE.Color(P.portalStartColor);
      const endCol = new THREE.Color(P.bgColor);

      function renderScene(t) {
        const S = window.__wptState;
        const portal = S.portal;
        const push = S.push;
        const transAmount = 1.0 - Math.abs(portal * 2 - 1);
        const effTrans = Math.min(1, Math.max(transAmount, S.exitFx * 0.85));

        // Camera: FOV/distance lerp (2D -> 3D) plus exit push through the letters
        camera.fov = THREE.MathUtils.lerp(P.initialFOV, P.finalFOV, portal) + push * 10;
        camera.position.z =
          THREE.MathUtils.lerp(P.cameraDistance, P.cameraDistance3D, portal) -
          push * 52 +
          Math.sin(t * 0.34) * 1.6 * portal * (1 - push);
        const driftAmp = portal * (1 - 0.7 * push);
        camera.rotation.x = Math.cos(t * 0.47) * 0.04 * driftAmp;
        camera.rotation.y = Math.sin(t * 0.62 + 1.2) * 0.06 * driftAmp;
        camera.position.x = Math.sin(t * 0.41) * 1.4 * driftAmp;
        camera.position.y = Math.cos(t * 0.29) * 1.0 * driftAmp;
        camera.updateProjectionMatrix();
        camera.updateMatrixWorld();

        // Portal composite
        portalPass.uniforms.uPortalRadius.value = portal * P.portalScale;
        portalPass.uniforms.uPortalProgress.value = portal;
        portalPass.uniforms.uTime.value = t;

        // Vignette / scanline / CA scale with portal
        postfxPass.uniforms.uVignetteIntensity.value = P.vignetteIntensity * portal;
        postfxPass.uniforms.uChromaticAberration.value = P.chromaticAberration * portal;
        postfxPass.uniforms.uScanlineIntensity.value = P.scanlineIntensity * portal;
        postfxPass.uniforms.uTime.value = t;

        const blurAmount = P.edgeBlur * portal;
        blurPassH.uniforms.uBlurAmount.value = blurAmount;
        blurPassV.uniforms.uBlurAmount.value = blurAmount;

        // Transition FX peak at portal 0.5 + on the exit push
        transFXPass.uniforms.uTransAmount.value = effTrans;

        // Block glitch ticks (the handoff envelope below follows duration/easing).
        glitchPass.uniforms.uTime.value = t;
        glitchPass.uniforms.uShakePower.value = P.glitchPower * S.glitch;
        glitchPass.uniforms.uShakeRate.value = S.glitch > 0.001 ? 1.0 : 0.0;
        glitchPass.uniforms.uShakeColorRate.value = P.glitchColorRate * Math.min(1, S.glitch * 1.8);

        // Grid + background plane
        const showContent = portal > 0.01;
        gridLines.visible = showContent;
        contentGroup.visible = showContent;
        bgPlane.visible = showContent;
        const colorT = Math.min(1, Math.max(0, (portal - 0.15) * P.portalColorSpeed));
        bgPlaneMat.color.copy(startCol).lerp(endCol, colorT);
        gridMat.uniforms.uCameraPos.value.copy(camera.position);
        gridMat.uniforms.uTime.value = t;

        // Floating shapes drift
        for (let i = 0; i < floatingShapes.length; i++) {
          const mesh = floatingShapes[i];
          const base = mesh.userData.basePos;
          const phase = i * 2.17;
          mesh.position.x =
            base.x + Math.sin(t * 0.15 + phase) * 1.2 + Math.sin(t * 0.07 + phase * 3) * 0.5;
          mesh.position.y =
            base.y + Math.sin(t * 0.12 + phase * 1.4) * 0.8 + Math.cos(t * 0.09 + phase * 2) * 0.3;
          mesh.position.z =
            base.z + Math.sin(t * 0.1 + phase * 0.7) * 0.6 + P.contentZOffset * portal;
          mesh.rotation.x = Math.sin(t * 0.08 + phase) * 0.4;
          mesh.rotation.y = t * 0.05 * (i % 2 === 0 ? 1 : -1) + phase;
          mesh.rotation.z = Math.sin(t * 0.06 + phase * 1.3) * 0.3;
        }

        // Content: flat page -> per-letter depth and z-spread
        contentGroup.position.z = P.contentZOffset * portal;
        for (let i = 0; i < textMeshes.length; i++) {
          const obj = textMeshes[i];
          if (obj.userData.isLetter) {
            obj.position.z = obj.userData.targetZ * portal;
            const zScale = THREE.MathUtils.lerp(0.01, obj.userData.depthScale, portal);
            obj.scale.z = zScale;
          }
          obj.position.y = obj.userData.baseY + Math.sin(t * 0.6 + i * 0.7) * 0.12 * portal;
        }
        const handoffGlitch = handoffLetters(t, portal);
        recedeSupportingLines(t);
        const glitch = Math.max(S.glitch * 0.5, handoffGlitch * 0.35) * transition.glitch;
        glitchPass.uniforms.uShakePower.value = P.glitchPower * glitch;
        glitchPass.uniforms.uShakeRate.value = glitch > 0.001 ? 1 : 0;
        glitchPass.uniforms.uShakeColorRate.value = P.glitchColorRate * glitch * 1.8;

        if (portal < 0.001) {
          renderer.clear();
          wctx.clearRect(0, 0, W, H);
          return;
        }
        composer.render();
        drawWarpDots(S);
      }

      window.__wptRender = renderScene;
      const tl = window.__timelines["wireframe-portal-title"];
      renderScene(tl ? tl.time() : 0);
      /* The portal is closed at t=0 and draws nothing, so the first real draw would
         link every shader mid-playback. Draw across the timeline and flush the GPU
         before ready instead. */
      window.__hf = window.__hf || {};
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