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CRT Terminal

A real terminal on a curved, glowing CRT.

Experimental · Chrome origin trialChecking support…

Built on the WICG HTML-in-Canvas proposal, which is not a web standard and changes between Chrome versions. Every component works without it: other browsers get the same live DOM with a CSS approximation of the effect.

To try the native version locally, open Chrome Canary and enable chrome://flags/#canvas-draw-element. In production, register for the origin trial and set NEXT_PUBLIC_HTML_IN_CANVAS_OT_TOKEN.

Installation

CLI

npx shadcn@latest add https://hantui-theta.vercel.app/r/crt-terminal.json

Manual

  1. Install the dependencies

    npm install clsx motion tailwind-merge
  2. Add the shared helpers

    Components use cn() from lib/utils.ts and the motion tokens below. See Installation if you have not set them up yet.

    lib/html-canvas/gl.ts
    /**
     * Small WebGL2 helpers shared by the HTML-in-Canvas components. Shaders work in the canvas's CSS
     * pixels, so a DOMMatrix used to draw an element is the same one passed to `syncElementGeometry`.
     */
    
    /**
     * GLSL: projects a CSS-px position (already multiplied by the draw matrix, so it may carry a
     * perspective w) to clip space. Keeps w for perspective-correct texturing. Needs `uniform vec2 u_canvas`.
     */
    export const PROJECT_GLSL = /* glsl */ `
    uniform vec2 u_canvas;
    vec4 projectCss(vec4 q) {
      return vec4(2.0 * q.x / u_canvas.x - q.w, -(2.0 * q.y / u_canvas.y - q.w), 0.0, q.w);
    }`;
    
    /** GLSL: signed distance to a rounded rectangle centered at the origin (half size `b`, radius `r`). */
    export const ROUND_RECT_GLSL = /* glsl */ `
    float sdRoundRect(vec2 p, vec2 b, float r) {
      vec2 q = abs(p) - b + r;
      return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
    }`;
    
    function compile(gl: WebGL2RenderingContext, type: number, source: string) {
      const shader = gl.createShader(type);
      if (!shader) throw new Error("Could not create a shader");
      gl.shaderSource(shader, source);
      gl.compileShader(shader);
      if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS) && !gl.isContextLost()) {
        const log = gl.getShaderInfoLog(shader);
        gl.deleteShader(shader);
        throw new Error(`Shader compile failed: ${log}`);
      }
      return shader;
    }
    
    export interface Program {
      program: WebGLProgram;
      /** Cached uniform location lookup. */
      u: (name: string) => WebGLUniformLocation | null;
    }
    
    /** Compiles and links a program. Attribute 0 is always `a_pos`. */
    export function createProgram(gl: WebGL2RenderingContext, vertex: string, fragment: string): Program {
      const program = gl.createProgram();
      if (!program) throw new Error("Could not create a program");
      gl.attachShader(program, compile(gl, gl.VERTEX_SHADER, vertex));
      gl.attachShader(program, compile(gl, gl.FRAGMENT_SHADER, fragment));
      gl.bindAttribLocation(program, 0, "a_pos");
      gl.linkProgram(program);
      if (!gl.getProgramParameter(program, gl.LINK_STATUS) && !gl.isContextLost()) throw new Error(`Program link failed: ${gl.getProgramInfoLog(program)}`);
      const cache = new Map<string, WebGLUniformLocation | null>();
      return {
        program,
        u: (name) => {
          if (!cache.has(name)) cache.set(name, gl.getUniformLocation(program, name));
          return cache.get(name) ?? null;
        },
      };
    }
    
    export interface Mesh {
      vao: WebGLVertexArrayObject;
      count: number;
    }
    
    /** A unit grid over [0, 1]² as indexed triangles, in attribute 0. One cell is a plain quad. */
    export function createGrid(gl: WebGL2RenderingContext, cols = 1, rows = 1): Mesh {
      const vao = gl.createVertexArray();
      if (!vao) throw new Error("Could not create a vertex array");
      gl.bindVertexArray(vao);
      const positions: number[] = [];
      for (let y = 0; y <= rows; y++) for (let x = 0; x <= cols; x++) positions.push(x / cols, y / rows);
      const indices: number[] = [];
      for (let y = 0; y < rows; y++) {
        for (let x = 0; x < cols; x++) {
          const i = y * (cols + 1) + x;
          indices.push(i, i + 1, i + cols + 1, i + 1, i + cols + 2, i + cols + 1);
        }
      }
      const vbo = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
      gl.enableVertexAttribArray(0);
      gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
      const ibo = gl.createBuffer();
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(indices), gl.STATIC_DRAW);
      gl.bindVertexArray(null);
      return { vao, count: indices.length };
    }
    
    /** Draws a mesh from `createGrid`. */
    export function drawMesh(gl: WebGL2RenderingContext, mesh: Mesh, instances = 0) {
      gl.bindVertexArray(mesh.vao);
      if (instances > 0) gl.drawElementsInstanced(gl.TRIANGLES, mesh.count, gl.UNSIGNED_INT, 0, instances);
      else gl.drawElements(gl.TRIANGLES, mesh.count, gl.UNSIGNED_INT, 0);
      gl.bindVertexArray(null);
    }
    
    /** Uploads a DOMMatrix to a mat4 uniform. */
    export function setMatrix(gl: WebGL2RenderingContext, location: WebGLUniformLocation | null, matrix: DOMMatrix) {
      gl.uniformMatrix4fv(location, false, matrix.toFloat32Array());
    }
    
    /** Parses "#rrggbb" into 0–1 RGB. */
    export function rgb(hex: string): [number, number, number] {
      const h = hex.replace("#", "");
      const n = Number.parseInt(h.length === 3 ? h.replace(/./g, (c) => c + c) : h, 16) || 0;
      return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
    }
    lib/html-canvas/setup.ts
    import type { HtmlCanvasSupport } from "@/lib/html-canvas/support";
    
    /* eslint-disable @typescript-eslint/no-explicit-any -- the API is not in lib.dom yet */
    
    /**
     * Attributes that make a canvas lay out and paint its children, for use in JSX so the canvas is
     * drawable from its first layout: `content="drawable"` on 155+, `layoutsubtree` before that.
     */
    export function drawableCanvasAttributes(support: HtmlCanvasSupport): Record<string, string> {
      if (support.version === "155+") return { content: "drawable" };
      if (support.version === "none") return {};
      return { layoutsubtree: "" };
    }
    
    /** Makes a canvas drawable after the fact (idempotent). */
    export function prepareDrawableCanvas(canvas: HTMLCanvasElement) {
      const c = canvas as any;
      if ("content" in HTMLCanvasElement.prototype) {
        if (canvas.getAttribute("content") !== "drawable") canvas.setAttribute("content", "drawable");
      } else if (!canvas.hasAttribute("layoutsubtree")) {
        canvas.setAttribute("layoutsubtree", "");
        if ("layoutSubtree" in c) c.layoutSubtree = true;
      }
    }
    
    /**
     * Attributes for an element the canvas draws on its own. On 155+ it must carry `drawable`; on older
     * versions it must instead be a direct child of the canvas, which callers arrange in their markup.
     */
    export function drawableElementAttributes(support: HtmlCanvasSupport): Record<string, string> {
      return support.version === "155+" ? { drawable: "" } : {};
    }
    
    /** Asks the canvas for a `paint` event on the next frame, where supported. */
    export function requestCanvasPaint(canvas: HTMLCanvasElement) {
      const c = canvas as any;
      if (typeof c.requestPaint === "function") c.requestPaint();
    }
    /* eslint-enable @typescript-eslint/no-explicit-any */
    lib/html-canvas/support.ts
    /**
     * Feature detection for the experimental HTML-in-Canvas API (WICG html-in-canvas). The API is a
     * Chrome origin trial, not a standard, and its shape changed in Chrome 150 and 155. Nothing outside
     * `src/lib/html-canvas/` may touch it: every call goes through these adapters.
     *
     * - 155+: `content="drawable"`, `drawable` descendants, `texElementSubImage2D`,
     *   `canvas.updateElementGeometry()` and automatic hit-testing for 2D draws.
     * - 150–154: `layoutsubtree`, `drawElementImage()` returning a DOMMatrix, `texElementImage2D(target,
     *   internalformat, element)` and `canvas.getElementTransform(element, drawTransform)`.
     * - legacy (< 150): `texElementImage2D(target, level, internalformat, format, type, element)`.
     */
    
    export type HtmlCanvasVersion = "155+" | "150-154" | "legacy" | "none";
    
    export interface HtmlCanvasSupport {
      /** `drawElementImage` on 2D contexts. */
      twoD: boolean;
      /** Element textures in WebGL2. */
      webgl: boolean;
      /** Element textures in WebGPU. */
      webgpu: boolean;
      version: HtmlCanvasVersion;
    }
    
    export const NO_SUPPORT: HtmlCanvasSupport = { twoD: false, webgl: false, webgpu: false, version: "none" };
    
    /* eslint-disable @typescript-eslint/no-explicit-any -- the API is not in lib.dom yet */
    let cached: HtmlCanvasSupport | null = null;
    
    /** What this browser supports. Always "none" on the server. Cached after the first call. */
    export function getHtmlCanvasSupport(): HtmlCanvasSupport {
      if (typeof window === "undefined" || typeof HTMLCanvasElement === "undefined") return NO_SUPPORT;
      if (cached) return cached;
      const canvasProto = HTMLCanvasElement.prototype as any;
      const ctx2d = typeof CanvasRenderingContext2D !== "undefined" ? (CanvasRenderingContext2D.prototype as any) : {};
      const gl2 = typeof WebGL2RenderingContext !== "undefined" ? (WebGL2RenderingContext.prototype as any) : {};
      const gpuQueue = typeof (window as any).GPUQueue !== "undefined" ? (window as any).GPUQueue.prototype : {};
    
      const twoD = "drawElementImage" in ctx2d;
      const sub = "texElementSubImage2D" in gl2;
      const tex = "texElementImage2D" in gl2;
      const webgpu = "drawElementImageToTexture" in gpuQueue || "copyElementImageToTexture" in gpuQueue;
    
      let version: HtmlCanvasVersion = "none";
      if (sub || "content" in canvasProto || "updateElementGeometry" in canvasProto) version = "155+";
      else if (tex) version = typeof gl2.texElementImage2D === "function" && gl2.texElementImage2D.length >= 6 ? "legacy" : "150-154";
      else if (twoD || "layoutSubtree" in canvasProto) version = "150-154";
    
      cached = { twoD, webgl: sub || tex, webgpu, version };
      return cached;
    }
    
    /** True when the API can draw into the given context type. */
    export function supportsContext(support: HtmlCanvasSupport, context: "2d" | "webgl2") {
      return support.version !== "none" && (context === "2d" ? support.twoD : support.webgl);
    }
    
    /** A short label for status chips: "Chrome 150–154 API". */
    export function describeSupport(support: HtmlCanvasSupport) {
      if (support.version === "none") return "Not supported";
      return { "155+": "Chrome 155+ API", "150-154": "Chrome 150–154 API", legacy: "Pre-150 API" }[support.version];
    }
    /* eslint-enable @typescript-eslint/no-explicit-any */
    lib/html-canvas/sync-geometry.ts
    import { getHtmlCanvasSupport } from "@/lib/html-canvas/support";
    
    /* eslint-disable @typescript-eslint/no-explicit-any -- the API is not in lib.dom yet */
    
    /**
     * Tells the browser where an element is drawn, so clicks, text selection, focus rings and screen
     * reader focus land on the drawn pixels. `canvasTransform` maps the element's own CSS px (origin at
     * its top-left) to the canvas's CSS px, and may include perspective; it is converted to the device
     * pixels the API expects.
     *
     * Canvas children are laid out at the canvas's top-left corner (they do not stack), so the transform
     * is the element's whole position.
     *
     * For non-affine warps (ripples, curls, cloth), pass the closest affine approximation and calm the
     * warp while an input inside the element has focus.
     */
    export function syncElementGeometry(canvas: HTMLCanvasElement, element: HTMLElement, canvasTransform: DOMMatrix) {
      const c = canvas as any;
      const support = getHtmlCanvasSupport();
      const cssWidth = canvas.clientWidth || canvas.width;
      const cssHeight = canvas.clientHeight || canvas.height;
      // The API works in device pixels on both sides (the element's rendered image and the canvas's backing
      // store), so the CSS-px matrix is conjugated by the pixel ratio: S · M · S⁻¹.
      const toBackingStore = new DOMMatrix().scale(canvas.width / cssWidth, canvas.height / cssHeight, 1);
      const pixels = toBackingStore.multiply(canvasTransform).multiply(toBackingStore.inverse());
      try {
        if (support.version === "155+" && typeof c.updateElementGeometry === "function") {
          c.updateElementGeometry(element, { canvasTransform: pixels });
          return;
        }
        if (typeof c.getElementTransform === "function") {
          element.style.transform = c.getElementTransform(element, pixels).toString();
          return;
        }
      } catch {
        // Fall through to the manual mapping below.
      }
      // Manual: children sit at the canvas origin, so the CSS-px transform applies as is.
      element.style.transformOrigin = "0 0";
      element.style.transform = canvasTransform.toString();
    }
    
    /** Clears geometry set by `syncElementGeometry` or a legacy `drawElement2D`. */
    export function clearElementGeometry(element: HTMLElement) {
      element.style.transform = "";
      element.style.transformOrigin = "";
    }
    
    /** A CSS-px perspective matrix, like `perspective(d)` in CSS. */
    export function perspective(distance: number) {
      return new DOMMatrix([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, -1 / distance, 0, 0, 0, 1]);
    }
    /* eslint-enable @typescript-eslint/no-explicit-any */
    lib/html-canvas/texture-webgl.ts
    import { getHtmlCanvasSupport } from "@/lib/html-canvas/support";
    
    /* eslint-disable @typescript-eslint/no-explicit-any -- the API is not in lib.dom yet */
    
    /** A WebGL texture that holds a live element's pixels. */
    export interface ElementTexture {
      texture: WebGLTexture;
      /** Natural size of the last upload, in CSS px. */
      width: number;
      height: number;
      /** Allocated size on 155+, where the storage is reused until the element resizes. */
      allocated: { width: number; height: number } | null;
    }
    
    /** Creates an empty, linearly filtered, edge-clamped texture for `uploadElementTexture`. */
    export function createElementTexture(gl: WebGL2RenderingContext): ElementTexture {
      const texture = gl.createTexture();
      if (!texture) throw new Error("Could not create a texture");
      gl.bindTexture(gl.TEXTURE_2D, texture);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
      return { texture, width: 0, height: 0, allocated: null };
    }
    
    /**
     * Uploads an element's current rendering into `target`. Call it from the canvas `paint` event or on
     * resize, never every frame. Returns false when the element could not be uploaded.
     *
     * - 155+: measures with `captureElementImage`, allocates once with `texImage2D(…, null)` (again only
     *   when the size changes), then copies with `texElementSubImage2D`.
     * - 150–154: `texElementImage2D(target, internalformat, element)`.
     * - legacy: `texElementImage2D(target, level, internalformat, format, type, element)`.
     */
    export function uploadElementTexture(gl: WebGL2RenderingContext, target: ElementTexture, element: Element) {
      const g = gl as any;
      const support = getHtmlCanvasSupport();
      const box = element.getBoundingClientRect();
      const html = element as HTMLElement;
      // Layout size, unaffected by the CSS transform used for hit-testing.
      const width = html.offsetWidth || box.width;
      const height = html.offsetHeight || box.height;
      if (!width || !height) return false;
      gl.bindTexture(gl.TEXTURE_2D, target.texture);
      try {
        if (support.version === "155+" && typeof g.texElementSubImage2D === "function") {
          const canvas = gl.canvas as any;
          let natural = { width, height };
          if (typeof canvas.captureElementImage === "function") {
            const image = canvas.captureElementImage(element);
            natural = { width: image.width, height: image.height };
            image.close?.();
          }
          if (!target.allocated || target.allocated.width !== natural.width || target.allocated.height !== natural.height) {
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, natural.width, natural.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
            target.allocated = natural;
          }
          g.texElementSubImage2D(gl.TEXTURE_2D, 0, 0, 0, element);
        } else if (support.version === "legacy") {
          g.texElementImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, element);
        } else if (typeof g.texElementImage2D === "function") {
          g.texElementImage2D(gl.TEXTURE_2D, gl.RGBA8, element);
        } else {
          return false;
        }
      } catch {
        return false;
      }
      target.width = width;
      target.height = height;
      return true;
    }
    /* eslint-enable @typescript-eslint/no-explicit-any */
    lib/html-canvas/use-html-canvas.ts
    "use client";
    
    import { useCallback, useEffect, useLayoutEffect, useRef, useState, useSyncExternalStore } from "react";
    import { useReducedMotion } from "motion/react";
    import { drawableCanvasAttributes, prepareDrawableCanvas, requestCanvasPaint } from "@/lib/html-canvas/setup";
    import { getHtmlCanvasSupport, NO_SUPPORT, supportsContext, type HtmlCanvasSupport } from "@/lib/html-canvas/support";
    
    export type HtmlCanvasMode = "auto" | "native" | "fallback";
    type ContextType = "2d" | "webgl2";
    type ContextFor<C extends ContextType> = C extends "2d" ? CanvasRenderingContext2D : WebGL2RenderingContext;
    
    export interface HtmlCanvasFrame<C extends ContextType> {
      ctx: ContextFor<C>;
      canvas: HTMLCanvasElement;
      /** Canvas size in CSS px. */
      width: number;
      height: number;
      /** Device pixels per CSS px used for the backing store (capped). */
      dpr: number;
      /** Seconds since the hook started. */
      time: number;
      /** Seconds since the previous render. */
      delta: number;
      /** Why this render happened: drawn elements repainted, the canvas resized, or an animation frame. */
      reason: "paint" | "resize" | "frame" | "request";
      /** Elements that repainted (from the paint event), when known. */
      changed: readonly Element[];
    }
    
    export interface UseHtmlCanvasOptions<C extends ContextType> {
      /** Context to draw with. */
      context: C;
      /** "auto" uses the API when available, "fallback" never does, "native" requires it. @default "auto" */
      mode?: HtmlCanvasMode;
      /** Run a render every frame while true (e.g. while a ripple is fading). Paused offscreen and in hidden tabs. */
      animating?: boolean;
      /** Called once per context (again after a lost context is restored). Return a cleanup. */
      setup?: (ctx: ContextFor<C>, canvas: HTMLCanvasElement) => void | (() => void);
      /** Draws a frame. Upload element textures only when `reason` is "paint" or "resize". */
      render: (frame: HtmlCanvasFrame<C>) => void;
      /** Highest device pixel ratio for the backing store. @default 2 */
      maxDpr?: number;
      /** Context attributes for WebGL. */
      contextAttributes?: WebGLContextAttributes;
    }
    
    export interface HtmlCanvasController {
      /** True when the canvas path is active; render the fallback DOM otherwise. */
      native: boolean;
      /** What the browser supports (none on the server and during hydration). */
      support: HtmlCanvasSupport;
      /** Ref for the <canvas>. */
      canvasRef: (canvas: HTMLCanvasElement | null) => void;
      /** Spread onto the <canvas> so it lays out and paints its children from the first layout. */
      canvasProps: Record<string, string>;
      /** Asks for one more render (and a browser paint event where supported). */
      invalidate: () => void;
    }
    
    const noop = () => () => {};
    
    /**
     * Ties the HTML-in-Canvas adapter together: decides native vs. fallback (never during SSR or
     * hydration, never under reduced motion), prepares the canvas, renders on the canvas `paint` event
     * and on resize, runs a frame loop only while `animating`, pauses offscreen and in hidden tabs,
     * recovers from a lost WebGL context and cleans up on unmount.
     */
    export function useHtmlCanvas<C extends ContextType>({
      context,
      mode = "auto",
      animating = false,
      setup,
      render,
      maxDpr = 2,
      contextAttributes,
    }: UseHtmlCanvasOptions<C>): HtmlCanvasController {
      const hydrated = useSyncExternalStore(
        noop,
        () => true,
        () => false,
      );
      const reduceMotion = useReducedMotion();
      const support = hydrated ? getHtmlCanvasSupport() : NO_SUPPORT;
      const [failed, setFailed] = useState(false);
      const native = hydrated && !failed && mode !== "fallback" && !reduceMotion && supportsContext(support, context);
    
      // The element lives in a ref (it is mutated: size, attributes); the counter re-runs the effect when it changes.
      const canvasEl = useRef<HTMLCanvasElement | null>(null);
      const [canvasVersion, setCanvasVersion] = useState(0);
      const canvasRef = useCallback((el: HTMLCanvasElement | null) => {
        if (canvasEl.current === el) return;
        canvasEl.current = el;
        setCanvasVersion((v) => v + 1);
      }, []);
      const renderRef = useRef(render);
      const setupRef = useRef(setup);
      const animatingRef = useRef(animating);
      useLayoutEffect(() => {
        renderRef.current = render;
        setupRef.current = setup;
        animatingRef.current = animating;
      });
      const kick = useRef<(reason: HtmlCanvasFrame<C>["reason"]) => void>(() => {});
    
      useEffect(() => {
        const canvas = canvasEl.current;
        if (!native || !canvas) return;
        prepareDrawableCanvas(canvas);
        const ctx = canvas.getContext(context, context === "webgl2" ? { alpha: true, premultipliedAlpha: true, antialias: true, ...contextAttributes } : undefined) as ContextFor<C> | null;
        if (!ctx) {
          // Defer so the state change happens outside the effect body.
          const t = window.setTimeout(() => setFailed(true), 0);
          return () => window.clearTimeout(t);
        }
        let cleanupSetup: void | (() => void);
        let ready = false;
        const runSetup = () => {
          try {
            cleanupSetup = setupRef.current?.(ctx, canvas);
            ready = true;
          } catch (error) {
            console.error(error);
            ready = false;
            window.setTimeout(() => setFailed(true), 0);
          }
        };
        runSetup();
    
        const start = performance.now();
        // Frame time is measured between loop frames only, so the first frame after idling has a normal step.
        let lastFrame = 0;
        let size = { width: 0, height: 0, dpr: 1 };
        let visible = true;
        let frame = 0;
        let changed: readonly Element[] = [];
    
        const draw = (reason: HtmlCanvasFrame<C>["reason"]) => {
          if (!ready || !size.width || !size.height) return;
          const now = performance.now();
          const delta = reason === "frame" && lastFrame ? Math.min(1 / 20, (now - lastFrame) / 1000) : reason === "frame" ? 1 / 60 : 0;
          if (reason === "frame") lastFrame = now;
          try {
            renderRef.current({ ctx, canvas, width: size.width, height: size.height, dpr: size.dpr, time: (now - start) / 1000, delta, reason, changed });
          } catch (error) {
            console.error(error);
          }
          changed = [];
        };
    
        const loop = () => {
          frame = 0;
          if (!visible || document.hidden || !animatingRef.current) {
            lastFrame = 0;
            return;
          }
          draw("frame");
          frame = requestAnimationFrame(loop);
        };
        const ensureLoop = () => {
          if (!frame && visible && !document.hidden && animatingRef.current) frame = requestAnimationFrame(loop);
        };
        kick.current = (reason) => {
          draw(reason);
          ensureLoop();
        };
    
        const resize = () => {
          const rect = canvas.getBoundingClientRect();
          const dpr = Math.min(maxDpr, window.devicePixelRatio || 1);
          const width = Math.max(1, Math.round(rect.width));
          const height = Math.max(1, Math.round(rect.height));
          if (width === size.width && height === size.height && dpr === size.dpr) return;
          size = { width, height, dpr };
          canvas.width = Math.round(width * dpr);
          canvas.height = Math.round(height * dpr);
          draw("resize");
          requestCanvasPaint(canvas);
        };
        const resizeObserver = new ResizeObserver(resize);
        resizeObserver.observe(canvas);
        resize();
    
        const onPaint = (event: Event) => {
          changed = ((event as Event & { changedElements?: Element[] }).changedElements ?? []) as Element[];
          draw("paint");
          ensureLoop();
        };
        canvas.addEventListener("paint", onPaint);
    
        const io = new IntersectionObserver(([entry]) => {
          visible = entry?.isIntersecting ?? true;
          ensureLoop();
        });
        io.observe(canvas);
        const onVisibility = () => ensureLoop();
        document.addEventListener("visibilitychange", onVisibility);
    
        const onLost = (event: Event) => {
          event.preventDefault();
          ready = false;
          cancelAnimationFrame(frame);
          frame = 0;
        };
        const onRestored = () => {
          runSetup();
          draw("resize");
          requestCanvasPaint(canvas);
        };
        canvas.addEventListener("webglcontextlost", onLost);
        canvas.addEventListener("webglcontextrestored", onRestored);
    
        requestCanvasPaint(canvas);
    
        return () => {
          cancelAnimationFrame(frame);
          resizeObserver.disconnect();
          io.disconnect();
          canvas.removeEventListener("paint", onPaint);
          canvas.removeEventListener("webglcontextlost", onLost);
          canvas.removeEventListener("webglcontextrestored", onRestored);
          document.removeEventListener("visibilitychange", onVisibility);
          kick.current = () => {};
          if (typeof cleanupSetup === "function") cleanupSetup();
        };
        // contextAttributes and maxDpr are read once per canvas.
        // eslint-disable-next-line react-hooks/exhaustive-deps
      }, [native, canvasVersion, context]);
    
      // Start or stop the loop when `animating` flips.
      useEffect(() => {
        if (animating) kick.current("frame");
      }, [animating]);
    
      const invalidate = useCallback(() => {
        kick.current("request");
        if (canvasEl.current) requestCanvasPaint(canvasEl.current);
      }, []);
    
      return { native, support, canvasRef, canvasProps: drawableCanvasAttributes(support), invalidate };
    }
  3. Copy the source

    components/ui/crt-terminal/crt-terminal.tsx
    "use client";
    
    import { useEffect, useId, useRef, useState, type FormEvent } from "react";
    import { cn } from "@/lib/utils";
    import { createGrid, createProgram, drawMesh, PROJECT_GLSL, type Mesh, type Program } from "@/lib/html-canvas/gl";
    import { createElementTexture, uploadElementTexture, type ElementTexture } from "@/lib/html-canvas/texture-webgl";
    import { syncElementGeometry } from "@/lib/html-canvas/sync-geometry";
    import { useHtmlCanvas, type HtmlCanvasMode } from "@/lib/html-canvas/use-html-canvas";
    
    export type TerminalCommand = (args: string[]) => string | string[];
    
    export interface CrtTerminalProps {
      /** "crt" glows green on black; "paper" is a light e-ink terminal with grain. @default "crt" */
      variant?: "crt" | "paper";
      /** Prompt before the input. @default "guest@hantui:~$" */
      prompt?: string;
      /** Lines printed after boot. */
      welcome?: string[];
      /** Extra commands by name, added to help, clear, about, theme and echo. */
      commands?: Record<string, TerminalCommand>;
      /** Text for `about`. */
      about?: string;
      /** Height in px. @default 320 */
      height?: number;
      /** Called when `theme` switches the variant. */
      onVariantChange?: (variant: "crt" | "paper") => void;
      /** "auto" uses HTML-in-Canvas when available, "fallback" never does. @default "auto" */
      rendering?: HtmlCanvasMode;
      /** Called when the rendering mode is known. */
      onModeChange?: (native: boolean) => void;
      /** Classes for the root. */
      className?: string;
    }
    
    const BOOT = 1.4;
    
    const VERT = /* glsl */ `#version 300 es
    in vec2 a_pos;
    uniform vec2 u_size;
    out vec2 v_uv;
    ${PROJECT_GLSL}
    void main() {
      v_uv = a_pos;
      gl_Position = projectCss(vec4(a_pos * u_size, 0.0, 1.0));
    }`;
    
    const FRAG = /* glsl */ `#version 300 es
    precision highp float;
    in vec2 v_uv;
    uniform sampler2D u_tex;
    uniform vec2 u_size;
    uniform float u_time;
    uniform float u_paper;
    out vec4 outColor;
    
    float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
    
    void main() {
      // Barrel curvature: sample further out toward the corners.
      vec2 c = v_uv - 0.5;
      float k = mix(0.045, 0.012, u_paper);
      vec2 uv = 0.5 + c * (1.0 + k * dot(c, c) * 4.0);
      if (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) { outColor = vec4(0.0); return; }
    
      // Boot: the picture opens from a bright line, flickering, then settles.
      float boot = clamp(u_time / ${BOOT.toFixed(1)}, 0.0, 1.0);
      float open = smoothstep(0.0, 0.45, boot);
      float band = abs(uv.y - 0.5) * 2.0;
      if (u_paper < 0.5 && band > open + 0.02) { outColor = vec4(0.0, 0.0, 0.0, 1.0); return; }
    
      vec2 px = 1.0 / u_size;
      float ab = mix(1.4, 0.0, u_paper) * (0.4 + length(c));
      vec4 base = texture(u_tex, uv);
      float r = texture(u_tex, uv + vec2(ab, 0.0) * px).r;
      float b = texture(u_tex, uv - vec2(ab, 0.0) * px).b;
      vec3 col = vec3(r, base.g, b);
    
      if (u_paper < 0.5) {
        // Phosphor glow: a cheap 8-tap halo added on top.
        vec3 glow = vec3(0.0);
        for (int i = 0; i < 8; i++) {
          float a = float(i) * 0.785398;
          glow += texture(u_tex, uv + vec2(cos(a), sin(a)) * px * 2.6).rgb;
        }
        col += glow / 8.0 * 0.45;
        // Scanlines and a soft vignette.
        float scan = 0.82 + 0.18 * sin(uv.y * u_size.y * 3.14159);
        col *= scan;
        col *= 1.0 - dot(c, c) * 0.9;
        float flicker = boot < 1.0 ? 0.75 + 0.35 * hash(vec2(floor(u_time * 24.0), 1.0)) : 1.0;
        col *= flicker;
        col += vec3(0.9, 1.0, 0.9) * (1.0 - open) * 0.6 * (1.0 - smoothstep(0.0, 0.03, abs(uv.y - 0.5)));
        outColor = vec4(col, 1.0);
      } else {
        // Paper: fine grain and a faint fade toward the edges.
        float grain = (hash(floor(uv * u_size)) - 0.5) * 0.06;
        col += grain;
        col *= 1.0 - dot(c, c) * 0.12;
        outColor = vec4(col * base.a, base.a);
      }
    }`;
    
    type Line = { id: number; kind: "out" | "in" | "err"; text: string };
    
    /**
     * A real terminal through HTML-in-Canvas: the scrollback is selectable DOM text and the prompt is a
     * real input, drawn on a curved CRT with scanlines, phosphor glow, chromatic fringing and a flicker on
     * boot (or as a light e-ink terminal with grain). A small mock shell answers help, clear, about,
     * theme and echo. Without the API, it is a monospace terminal with a CSS scanline overlay.
     */
    export function CrtTerminal({
      variant: variantProp = "crt",
      prompt = "guest@hantui:~$",
      welcome = ["hantui terminal", "Type 'help' to see what this shell can do."],
      commands = {},
      about = "A live DOM terminal rendered through the experimental HTML-in-Canvas API. Select any line to copy it.",
      height = 320,
      onVariantChange,
      rendering = "auto",
      onModeChange,
      className,
    }: CrtTerminalProps) {
      const id = useId();
      const [variant, setVariant] = useState(variantProp);
      const [prevProp, setPrevProp] = useState(variantProp);
      if (prevProp !== variantProp) {
        setPrevProp(variantProp);
        setVariant(variantProp);
      }
      const [lines, setLines] = useState<Line[]>(() => welcome.map((text, i) => ({ id: i, kind: "out", text })));
      const [value, setValue] = useState("");
      const [history, setHistory] = useState<string[]>([]);
      const [cursor, setCursor] = useState(-1);
      const counter = useRef(welcome.length);
      const termRef = useRef<HTMLDivElement>(null);
      const scrollRef = useRef<HTMLDivElement>(null);
      const inputRef = useRef<HTMLInputElement>(null);
      const [booting, setBooting] = useState(true);
      const clock = useRef(0);
      const gl = useRef<{ program: Program; mesh: Mesh; texture: ElementTexture } | null>(null);
      const paper = variant === "paper";
    
      const { native, canvasRef, canvasProps } = useHtmlCanvas({
        context: "webgl2",
        mode: rendering,
        animating: booting,
        setup: (ctx) => {
          clock.current = performance.now();
          gl.current = { program: createProgram(ctx, VERT, FRAG), mesh: createGrid(ctx), texture: createElementTexture(ctx) };
          return () => {
            if (!gl.current) return;
            ctx.deleteProgram(gl.current.program.program);
            ctx.deleteTexture(gl.current.texture.texture);
            gl.current = null;
          };
        },
        render: ({ ctx, canvas, width, height: h, reason }) => {
          const g = gl.current;
          const term = termRef.current;
          if (!g || !term) return;
          if (reason !== "frame" || !g.texture.width) {
            uploadElementTexture(ctx, g.texture, term);
            syncElementGeometry(canvas, term, new DOMMatrix());
          }
          const t = (performance.now() - clock.current) / 1000;
          if (t > BOOT + 0.1 && booting) window.setTimeout(() => setBooting(false), 0);
          ctx.viewport(0, 0, canvas.width, canvas.height);
          ctx.clearColor(0, 0, 0, 0);
          ctx.clear(ctx.COLOR_BUFFER_BIT);
          ctx.useProgram(g.program.program);
          const { u } = g.program;
          ctx.uniform2f(u("u_canvas"), width, h);
          ctx.uniform2f(u("u_size"), width, h);
          ctx.uniform1f(u("u_time"), t);
          ctx.uniform1f(u("u_paper"), paper ? 1 : 0);
          ctx.activeTexture(ctx.TEXTURE0);
          ctx.bindTexture(ctx.TEXTURE_2D, g.texture.texture);
          ctx.uniform1i(u("u_tex"), 0);
          drawMesh(ctx, g.mesh);
        },
      });
    
      useEffect(() => onModeChange?.(native), [native, onModeChange]);
    
      // Keep the newest line in view.
      useEffect(() => {
        const el = scrollRef.current;
        if (el) el.scrollTop = el.scrollHeight;
      }, [lines]);
    
      const print = (kind: Line["kind"], text: string | string[]) =>
        setLines((l) => [...l, ...(Array.isArray(text) ? text : [text]).map((t) => ({ id: counter.current++, kind, text: t }))]);
    
      const run = (raw: string) => {
        const input = raw.trim();
        print("in", `${prompt} ${raw}`);
        if (!input) return;
        setHistory((h) => [input, ...h].slice(0, 50));
        const [name, ...args] = input.split(/\s+/);
        const builtins: Record<string, TerminalCommand> = {
          help: () => ["Commands:", ...["help", "clear", "about", "theme", "echo", ...Object.keys(commands)].map((c) => `  ${c}`)],
          about: () => about,
          echo: (a) => a.join(" "),
          theme: () => {
            const next = paper ? "crt" : "paper";
            setVariant(next);
            onVariantChange?.(next);
            return `Switched to the ${next === "crt" ? "CRT" : "paper"} theme.`;
          },
        };
        if (name === "clear") {
          setLines([]);
          return;
        }
        const command = commands[name] ?? builtins[name];
        if (!command) {
          print("err", `command not found: ${name}`);
          return;
        }
        print("out", command(args));
      };
    
      const submit = (event: FormEvent) => {
        event.preventDefault();
        run(value);
        setValue("");
        setCursor(-1);
      };
    
      const onKeyDown = (event: React.KeyboardEvent<HTMLInputElement>) => {
        if (event.key === "ArrowUp" || event.key === "ArrowDown") {
          event.preventDefault();
          const next = Math.max(-1, Math.min(history.length - 1, cursor + (event.key === "ArrowUp" ? 1 : -1)));
          setCursor(next);
          setValue(next === -1 ? "" : history[next]);
        } else if (event.key === "l" && event.ctrlKey) {
          event.preventDefault();
          setLines([]);
        }
      };
    
      const colors = paper
        ? "bg-[#f3f1ea] text-[#26241f] [--term-dim:#6f6a5e] [--term-err:#a3341f] [--term-accent:#26241f] selection:bg-[#26241f] selection:text-[#f3f1ea]"
        : "bg-[#071008] text-[#7dff9a] [--term-dim:#3fae5c] [--term-err:#ff7a6b] [--term-accent:#b8ffc8] selection:bg-[#7dff9a] selection:text-[#071008]";
    
      const terminal = (
        <div
          ref={termRef}
          role="region"
          aria-label="Terminal"
          onClick={() => {
            if (!window.getSelection()?.toString()) inputRef.current?.focus();
          }}
          className={cn("relative flex w-full flex-col overflow-hidden rounded-2xl p-4 font-mono text-[13px] leading-[1.55]", colors, !native && !paper && "[text-shadow:0_0_6px_rgb(125_255_154/0.45)]")}
          style={{ height }}
        >
          <div ref={scrollRef} role="log" aria-live="polite" aria-label="Output" className="min-h-0 flex-1 overflow-y-auto [scrollbar-width:none]">
            {lines.map((line) => (
              <p key={line.id} className={cn("break-words whitespace-pre-wrap", line.kind === "in" && "text-[var(--term-accent)]", line.kind === "err" && "text-[var(--term-err)]")}>
                {line.text}
              </p>
            ))}
          </div>
          <form onSubmit={submit} className="mt-1 flex items-center gap-2">
            <label htmlFor={`${id}-input`} className="shrink-0 text-[var(--term-dim)]">
              {prompt}
            </label>
            <input
              ref={inputRef}
              id={`${id}-input`}
              value={value}
              onChange={(e) => setValue(e.target.value)}
              onKeyDown={onKeyDown}
              autoComplete="off"
              autoCapitalize="off"
              spellCheck={false}
              aria-label="Command"
              className="min-w-0 flex-1 bg-transparent caret-current outline-none"
            />
          </form>
          {!native ? (
            <span
              aria-hidden="true"
              className="pointer-events-none absolute inset-0 rounded-2xl"
              style={{
                background: paper
                  ? "radial-gradient(ellipse at center, transparent 60%, rgb(0 0 0 / 0.06))"
                  : "repeating-linear-gradient(to bottom, rgb(0 0 0 / 0.22) 0 1px, transparent 1px 3px), radial-gradient(ellipse at center, transparent 55%, rgb(0 0 0 / 0.45))",
              }}
            />
          ) : null}
        </div>
      );
    
      if (!native) return <div className={cn("w-full max-w-xl", className)}>{terminal}</div>;
    
      return (
        <div className={cn("relative w-full max-w-xl", className)} style={{ height }}>
          <canvas ref={canvasRef} {...canvasProps} className="absolute inset-0 block size-full rounded-2xl">
            {terminal}
          </canvas>
        </div>
      );
    }

Usage

import { CrtTerminal } from "@/components/ui/crt-terminal/crt-terminal";

<CrtTerminal
  prompt="guest@acme:~$"
  commands={{ whoami: () => "guest", deploy: (args) => `Deploying ${args[0] ?? "main"}…` }}
/>

API reference

PropTypeDefaultDescription
variant"crt" | "paper""crt""crt" glows green on black; "paper" is a light e-ink terminal with grain.
promptstring"guest@hantui:~$"Prompt before the input.
welcomestring[]–Lines printed after boot.
commandsRecord<string, TerminalCommand>–Extra commands by name, added to help, clear, about, theme and echo.
aboutstring–Text for `about`.
heightnumber320Height in px.
onVariantChange(variant: "crt" | "paper") => void–Called when `theme` switches the variant.
renderingHtmlCanvasMode"auto""auto" uses HTML-in-Canvas when available, "fallback" never does.
onModeChange(native: boolean) => void–Called when the rendering mode is known.
classNamestring–Classes for the root.
  • Experimental: uses the HTML-in-Canvas origin trial through src/lib/html-canvas/. Works in every browser via the fallback.
  • The curvature is mild and the drawn terminal is synced to its unwarped geometry, so clicks and selection stay within a few pixels at the corners. The texture is re-uploaded only when the browser repaints the terminal; the frame loop runs only during the boot flicker.
  • Built-in commands are help, clear, about, theme (switches between CRT and paper) and echo. Your `commands` are added to them and listed by help.

Accessibility

  • The scrollback is a role="log" region of real text, so screen readers hear new output and every line can be selected and copied. The prompt is a labelled input; clicking anywhere in the terminal focuses it unless you are selecting text.
  • ↑ and ↓ walk the command history; Ctrl+L clears the screen.
  • With reduced motion, or without the HTML-in-Canvas API, it renders as a plain monospace terminal with a CSS scanline overlay and no boot flicker.