SuperShipped // Item 02

SNIPPET VIEW

Live Render

HTML CODE

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Interactive Data Lens</title>
    <link rel="preconnect" href="https://fonts.googleapis.com">
    <link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;600;700&display=swap" rel="stylesheet">
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    
    <style>
        :root {
            --card-white: #ffffff;
            --text-dark: #0f172a;
            --text-gray: #64748b;
            --accent-color: #4f46e5;
        }

        body {
            margin: 0;
            display: flex;
            justify-content: center;
            align-items: center;
            min-height: 100vh;
            background-color: #f1f5f9;
            font-family: 'Inter', sans-serif;
        }

        .card {
            width: 420px;
            background: var(--card-white);
            border-radius: 32px;
            overflow: hidden;
            box-shadow: 0 40px 80px -15px rgba(0, 0, 0, 0.12);
        }

        #webgl-container {
            width: 100%;
            height: 260px;
            position: relative;
            background: #fff;
            cursor: none; /* Hide cursor to let the glass act as the pointer */
        }

        .content {
            padding: 32px;
        }

        h2 {
            margin: 0 0 10px 0;
            font-size: 24px;
            font-weight: 700;
            color: var(--text-dark);
            letter-spacing: -0.03em;
        }

        p {
            margin: 0 0 24px 0;
            font-size: 16px;
            line-height: 1.6;
            color: var(--text-gray);
        }

        .btn {
            display: block;
            background-color: var(--accent-color);
            color: white;
            padding: 16px;
            border-radius: 14px;
            text-decoration: none;
            font-weight: 600;
            text-align: center;
            transition: all 0.3s ease;
        }

        .btn:hover {
            background-color: #4338ca;
            transform: translateY(-2px);
            box-shadow: 0 10px 20px rgba(79, 70, 229, 0.2);
        }
    </style>
</head>
<body>

    <div class="card">
        <div id="webgl-container"></div>
        <div class="content">
            <h2>Exploration & Visualization</h2>
            <p>Hover over the data field to activate the neural lens and inspect individual data points.</p>
            <a href="#" class="btn">Explore All Data</a>
        </div>
    </div>

    <script id="fragmentShader" type="x-shader/x-fragment">
        uniform float uTime;
        uniform vec2 uMouse;
        uniform vec2 uResolution;
        uniform float uHover; // 0.0 when away, 1.0 when over
        
        float hash(vec2 p) {
            return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
        }

        void main() {
            vec2 uv = gl_FragCoord.xy / uResolution.xy;
            float aspect = uResolution.x / uResolution.y;
            
            vec2 p = uv;
            p.x *= aspect;
            vec2 m = uMouse;
            m.x *= aspect;

            float dist = distance(p, m);
            float radius = 0.28 * uHover; // Lens disappears when not hovering
            vec2 sampleUv = uv;

            // --- Spherical Glass Distortion ---
            if (dist < radius && uHover > 0.1) {
                float normDist = dist / radius;
                float distortion = pow(normDist, 2.2); 
                sampleUv = uMouse + (uv - uMouse) * distortion;
            }

            // --- Grid Setup ---
            float gridScale = 22.0;
            vec2 scaledUv = sampleUv * vec2(gridScale * aspect, gridScale);
            vec2 gridId = floor(scaledUv);
            vec2 gridFract = fract(scaledUv);

            // --- Random Independent Animation ---
            float seed = hash(gridId);
            float speed = 0.6 + seed * 1.4;
            float randCycle = sin(uTime * speed + (seed * 15.0));
            
            vec3 blue = vec3(0.23, 0.51, 0.96);
            vec3 orange = vec3(0.98, 0.45, 0.09);
            vec3 purple = vec3(0.55, 0.36, 0.96);
            vec3 baseGray = vec3(0.92, 0.94, 0.97);

            vec3 targetColor;
            if (seed > 0.66) targetColor = blue;
            else if (seed > 0.33) targetColor = orange;
            else targetColor = purple;

            float shimmer = smoothstep(-0.4, 0.9, randCycle);
            vec3 color = mix(baseGray, targetColor, shimmer);

            float d = length(gridFract - 0.5);
            float mask = smoothstep(0.22, 0.12, d);
            vec3 finalColor = mix(vec3(1.0), color, mask);

            // --- Lens Effects ---
            if (dist < radius && uHover > 0.1) {
                // Specular Shine
                float shine = smoothstep(0.12, 0.0, distance(p, m + vec2(-0.08, 0.08)));
                finalColor += shine * 0.2;
                
                // Lens Rim
                float edge = smoothstep(radius - 0.015, radius, dist);
                finalColor = mix(finalColor, vec3(0.75, 0.8, 0.9), edge * 0.5);
                
                // Subtle inner glow
                finalColor += (1.0 - smoothstep(0.0, radius, dist)) * 0.05;
            }

            gl_FragColor = vec4(finalColor, 1.0);
        }
    </script>

    <script id="vertexShader" type="x-shader/x-vertex">
        void main() {
            gl_Position = vec4(position, 1.0);
        }
    </script>

    <script>
        const container = document.getElementById('webgl-container');
        const scene = new THREE.Scene();
        const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
        const renderer = new THREE.WebGLRenderer({ antialias: true });
        
        renderer.setSize(container.clientWidth, container.clientHeight);
        container.appendChild(renderer.domElement);

        const uniforms = {
            uTime: { value: 0 },
            uResolution: { value: new THREE.Vector2(container.clientWidth, container.clientHeight) },
            uMouse: { value: new THREE.Vector2(0.5, 0.5) },
            uHover: { value: 0.0 }
        };

        const geometry = new THREE.PlaneGeometry(2, 2);
        const material = new THREE.ShaderMaterial({
            uniforms: uniforms,
            vertexShader: document.getElementById('vertexShader').textContent,
            fragmentShader: document.getElementById('fragmentShader').textContent
        });

        const mesh = new THREE.Mesh(geometry, material);
        scene.add(mesh);

        // Interaction Logic
        container.addEventListener('mousemove', (e) => {
            const rect = container.getBoundingClientRect();
            const x = (e.clientX - rect.left) / rect.width;
            const y = 1.0 - (e.clientY - rect.top) / rect.height; // WebGL Y is inverted
            
            // Smoothly transition the lens position
            uniforms.uMouse.value.x = x;
            uniforms.uMouse.value.y = y;
            uniforms.uHover.value = 1.0;
        });

        container.addEventListener('mouseleave', () => {
            uniforms.uHover.value = 0.0;
        });

        function animate(time) {
            uniforms.uTime.value = time * 0.001;
            renderer.render(scene, camera);
            requestAnimationFrame(animate);
        }

        window.addEventListener('resize', () => {
            renderer.setSize(container.clientWidth, container.clientHeight);
            uniforms.uResolution.value.set(container.clientWidth, container.clientHeight);
        });

        requestAnimationFrame(animate);
    </script>
</body>
</html>

AI PROMPT

Create a "Interactive Data Lens" component. Use Three.js for 3D WebGL rendering, Inter font. Implement custom GLSL shaders for visual effects. Apply layered shadows, hover transitions. Color palette: #ffffff, #0f172a, #64748b, #4f46e5. Layout: Flexbox, full-viewport sizing. Interactivity: mouse tracking, continuous animation loop, responsive resize handling.