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Dissolve Transition

Outgoing content dissolves into pixels as the next resolves.

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/dissolve-transition.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/color.ts
    export type Vec3 = [r: number, g: number, b: number];
    
    /**
     * Parses #rgb, #rrggbb or #rrggbbaa (alpha is ignored) into 0–255 channels.
     * Anything else falls back to black, so a typo never crashes a shader.
     */
    export function hexToRgb(hex: string): Vec3 {
      let value = hex.trim().replace(/^#/, "");
      if (value.length === 3 || value.length === 4) value = [...value.slice(0, 3)].map((c) => c + c).join("");
      if (!/^[\da-f]{6}([\da-f]{2})?$/i.test(value)) return [0, 0, 0];
      const n = Number.parseInt(value.slice(0, 6), 16);
      return [(n >> 16) & 255, (n >> 8) & 255, n & 255];
    }
    
    /** Hex color as a normalized vec3 (each channel 0–1) for shader uniforms. */
    export function hexToVec3(hex: string): Vec3 {
      const [r, g, b] = hexToRgb(hex);
      return [r / 255, g / 255, b / 255];
    }
    
    /**
     * Any CSS color the browser understands (hex, rgb(), oklch(), color-mix() or a variable such as
     * `var(--primary)`) as 0–255 channels, computed in the context of `element` so theme variables
     * resolve. Hex takes a fast path; everything else is computed once per call, so cache the result
     * instead of calling this every frame. Browser only; unreadable values fall back to black.
     */
    export function cssColorToRgb(color: string, element: Element): Vec3 {
      const value = color.trim();
      if (/^#[\da-f]{3,8}$/i.test(value)) return hexToRgb(value);
      // Children of a canvas still get computed styles, but a regular parent is the safer host.
      const host = element instanceof HTMLCanvasElement ? (element.parentElement ?? document.body) : element;
      const probe = document.createElement("span");
      probe.style.cssText = "position:absolute;width:0;height:0;overflow:hidden;visibility:hidden";
      probe.style.color = value;
      host.appendChild(probe);
      const computed = getComputedStyle(probe).color;
      probe.remove();
      // A 1×1 canvas turns any computed color space (oklch, color(srgb …)) into sRGB bytes.
      const ctx = document.createElement("canvas").getContext("2d", { willReadFrequently: true });
      if (!ctx) return [0, 0, 0];
      ctx.fillStyle = "#000";
      ctx.fillStyle = computed;
      ctx.fillRect(0, 0, 1, 1);
      const [r, g, b] = ctx.getImageData(0, 0, 1, 1).data;
      return [r, g, b];
    }
    
    /**
     * Calls `onChange` when the page theme may have changed: a class or data-theme change on <html> or
     * <body> (shadcn's `.dark`, next-themes, a data-theme switch) or a change of the OS color scheme.
     * Resolved colors are cached, so re-resolve them here. Browser only; returns the unsubscribe.
     */
    export function observeTheme(onChange: () => void): () => void {
      const observer = new MutationObserver(onChange);
      const options = { attributes: true, attributeFilter: ["class", "data-theme"] };
      observer.observe(document.documentElement, options);
      if (document.body) observer.observe(document.body, options);
      const scheme = window.matchMedia("(prefers-color-scheme: dark)");
      scheme.addEventListener("change", onChange);
      return () => {
        observer.disconnect();
        scheme.removeEventListener("change", onChange);
      };
    }
    
    /** `cssColorToRgb` as a normalized vec3 (each channel 0–1) for shader uniforms. */
    export function cssColorToVec3(color: string, element: Element): Vec3 {
      const [r, g, b] = cssColorToRgb(color, element);
      return [r / 255, g / 255, b / 255];
    }
    
    const toLinear = (c: number) => (c <= 0.04045 ? c / 12.92 : ((c + 0.055) / 1.055) ** 2.4);
    const toGamma = (c: number) => (c <= 0.0031308 ? 12.92 * c : 1.055 * c ** (1 / 2.4) - 0.055);
    
    /** 0–255 sRGB to OKLCH: lightness 0–1, chroma, hue in radians. */
    export function rgbToOklch([r, g, b]: Vec3): Vec3 {
      const [lr, lg, lb] = [r, g, b].map((v) => toLinear(v / 255));
      const l = Math.cbrt(0.4122214708 * lr + 0.5363325363 * lg + 0.0514459929 * lb);
      const m = Math.cbrt(0.2119034982 * lr + 0.6806995451 * lg + 0.1073969566 * lb);
      const s = Math.cbrt(0.0883024619 * lr + 0.2817188376 * lg + 0.6299787005 * lb);
      const L = 0.2104542553 * l + 0.793617785 * m - 0.0040720468 * s;
      const A = 1.9779984951 * l - 2.428592205 * m + 0.4505937099 * s;
      const B = 0.0259040371 * l + 0.7827717662 * m - 0.808675766 * s;
      return [L, Math.hypot(A, B), Math.atan2(B, A)];
    }
    
    /** OKLCH back to 0–255 sRGB, clamped into gamut. */
    export function oklchToRgb([L, C, h]: Vec3): Vec3 {
      const A = C * Math.cos(h);
      const B = C * Math.sin(h);
      const l = (L + 0.3963377774 * A + 0.2158037573 * B) ** 3;
      const m = (L - 0.1055613458 * A - 0.0638541728 * B) ** 3;
      const s = (L - 0.0894841775 * A - 1.291485548 * B) ** 3;
      const rgb = [4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, -0.0041960863 * l - 0.7034186147 * m + 1.707614701 * s];
      return rgb.map((v) => Math.round(Math.min(1, Math.max(0, toGamma(Math.min(1, Math.max(0, v))))) * 255)) as Vec3;
    }
    
    /**
     * Mixes two 0–255 colors in OKLCH, taking the short way around the hue circle, so midpoints keep
     * their chroma instead of turning muddy the way an RGB mix does.
     */
    export function mixOklch(a: Vec3, b: Vec3, t: number): Vec3 {
      const [L1, C1, h1] = rgbToOklch(a);
      const [L2, C2, h2] = rgbToOklch(b);
      // A near-gray end has no meaningful hue: borrow the other end's.
      const ha = C1 < 0.02 ? h2 : h1;
      const hb = C2 < 0.02 ? h1 : h2;
      let dh = hb - ha;
      if (dh > Math.PI) dh -= Math.PI * 2;
      if (dh < -Math.PI) dh += Math.PI * 2;
      return oklchToRgb([L1 + (L2 - L1) * t, C1 + (C2 - C1) * t, ha + dh * t]);
    }
    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 };
    }
    lib/motion.ts
    import type { Transition, Variants } from "motion/react";
    
    /** Durations in seconds. */
    export const duration = {
      instant: 0.1,
      quick: 0.18,
      base: 0.28,
      slow: 0.45,
    } as const;
    
    /** Cubic-bezier curves. */
    export const ease = {
      /** Entering, UI response. */
      out: [0.22, 1, 0.36, 1],
      /** Moving on screen. */
      inOut: [0.65, 0, 0.35, 1],
      /** Sheets and the mobile menu. */
      drawer: [0.32, 0.72, 0, 1],
    } as const;
    
    /** Everyday UI: presses, icon swaps, popovers and modals. Exits run at `exitFactor` of the enter. */
    export const ui = {
      press: { scale: 0.96, duration: 0.12 },
      icon: { type: "spring", duration: 0.3, bounce: 0 },
      popover: { duration: 0.18, ease: ease.out },
      modal: { duration: 0.24, ease: ease.out },
      exitFactor: 0.6,
    } as const;
    
    /** Once-per-visit motion on the landing page: hero letters, the reel and the afterimage. */
    export const kinetic = {
      heroLetter: { duration: 0.6, ease: ease.out },
      /** Delay per letter, eased so the wave slows toward the end. */
      heroStep: 0.035,
      reelSwap: { type: "spring", duration: 0.5, bounce: 0.1 },
      /** Two afterimages: lag in seconds and opacity of each. */
      ghost: { lag: [0.04, 0.09], opacity: [0.14, 0.06] },
    } as const;
    
    /** Spring presets. */
    export const spring = {
      snappy: { type: "spring", stiffness: 500, damping: 30 },
      smooth: { type: "spring", stiffness: 260, damping: 26 },
      bouncy: { type: "spring", stiffness: 300, damping: 15 },
    } as const satisfies Record<string, Transition>;
    
    /** Stagger between siblings, in seconds (0.03–0.06). */
    export const stagger = {
      tight: 0.03,
      base: 0.045,
      loose: 0.06,
    } as const;
    
    /** Blur + fade + y-offset. Falls back to a plain fade under reduced motion. */
    export function enterVariants(reduceMotion?: boolean | null, y = 8): Variants {
      if (reduceMotion) {
        return {
          hidden: { opacity: 0 },
          visible: { opacity: 1, transition: { duration: duration.base } },
          exit: { opacity: 0, transition: { duration: duration.quick } },
        };
      }
      return {
        hidden: { opacity: 0, y, filter: "blur(4px)" },
        visible: {
          opacity: 1,
          y: 0,
          filter: "blur(0px)",
          transition: { duration: duration.base, ease: ease.out },
        },
        exit: {
          opacity: 0,
          y: -y / 2,
          filter: "blur(4px)",
          transition: { duration: duration.quick, ease: ease.out },
        },
      };
    }
    
    /** Scale 0.96 → 1 for popovers, menus and dialogs. */
    export function overlayVariants(reduceMotion?: boolean | null): Variants {
      if (reduceMotion) {
        return {
          hidden: { opacity: 0 },
          visible: { opacity: 1, transition: { duration: duration.quick } },
          exit: { opacity: 0, transition: { duration: duration.instant } },
        };
      }
      return {
        hidden: { opacity: 0, scale: 0.96, filter: "blur(2px)" },
        visible: {
          opacity: 1,
          scale: 1,
          filter: "blur(0px)",
          transition: { duration: duration.quick, ease: ease.out },
        },
        exit: {
          opacity: 0,
          scale: 0.96,
          filter: "blur(2px)",
          transition: { duration: duration.instant + 0.02, ease: ease.out },
        },
      };
    }
    
    /** Parent variants that stagger their children in. */
    export function staggerVariants(gap: number = stagger.base, delayChildren = 0): Variants {
      return {
        hidden: {},
        visible: { transition: { staggerChildren: gap, delayChildren } },
        exit: { transition: { staggerChildren: gap / 2, staggerDirection: -1 } },
      };
    }
  3. Copy the source

    components/ui/dissolve-transition/dissolve-transition.tsx
    "use client";
    
    import { useEffect, useLayoutEffect, useRef, useState, type ReactNode } from "react";
    import { AnimatePresence, motion, useReducedMotion } from "motion/react";
    import { cn } from "@/lib/utils";
    import { ease } from "@/lib/motion";
    import { cssColorToVec3, observeTheme, type Vec3 } from "@/lib/color";
    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 interface DissolveTransitionProps {
      /** Identifies the current content. Changing it dissolves the old content into the new. */
      contentKey: string | number;
      /** The current content. */
      children: ReactNode;
      /** How content breaks up: growing pixel blocks, an ordered dither or a noise field. @default "pixel" */
      mode?: "pixel" | "dither" | "noise";
      /** Seconds the swap takes. @default 0.9 */
      duration?: number;
      /** Where the dissolve starts sweeping from; "none" dissolves everywhere at once. @default "none" */
      direction?: "none" | "up" | "down" | "left" | "right";
      /** Color of the glowing edge in noise mode. @default "var(--primary)" */
      edgeColor?: string;
      /** "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;
      /** Called when a transition finishes. */
      onTransitionEnd?: () => void;
      /** Classes for the root. */
      className?: string;
    }
    
    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_out;
    uniform sampler2D u_in;
    uniform vec2 u_outSize;
    uniform vec2 u_inSize;
    uniform vec2 u_size;
    uniform float u_p;
    uniform int u_mode;
    uniform vec2 u_dir;
    uniform vec3 u_edge;
    out vec4 outColor;
    
    float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
    float vnoise(vec2 p) {
      vec2 i = floor(p), f = fract(p);
      vec2 u = f * f * (3.0 - 2.0 * f);
      return mix(mix(hash(i), hash(i + vec2(1, 0)), u.x), mix(hash(i + vec2(0, 1)), hash(i + vec2(1, 1)), u.x), u.y);
    }
    float bayer(vec2 p) {
      ivec2 c = ivec2(mod(p, 4.0));
      int m[16] = int[16](0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5);
      return (float(m[c.y * 4 + c.x]) + 0.5) / 16.0;
    }
    vec4 sampleIn(sampler2D t, vec2 px, vec2 size) {
      vec2 uv = px / size;
      if (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) return vec4(0.0);
      return texture(t, uv);
    }
    
    void main() {
      vec2 px = v_uv * u_size;
      // A sweep coordinate (0 at the start edge, 1 at the far edge) biases each cell's threshold.
      float sweep = dot(u_dir, u_dir) > 0.0 ? clamp(dot(v_uv - 0.5, u_dir) + 0.5, 0.0, 1.0) : 0.5;
      float bias = dot(u_dir, u_dir) > 0.0 ? 0.55 : 0.0;
      float p = u_p * (1.0 + bias) - bias * 0.5;
    
      vec4 o; vec4 n; float tOut; float tIn; float edge = 0.0;
      if (u_mode == 0) {
        // Pixel: outgoing blocks grow and drop out; incoming blocks start coarse and sharpen.
        float bo = 1.0 + floor(u_p * 22.0);
        float bi = 1.0 + floor((1.0 - u_p) * 22.0);
        vec2 co = (floor(px / bo) + 0.5) * bo;
        vec2 ci = (floor(px / bi) + 0.5) * bi;
        o = sampleIn(u_out, co, u_outSize);
        n = sampleIn(u_in, ci, u_inSize);
        float h = hash(floor(px / 12.0));
        tOut = mix(h, sweep, bias);
        tIn = tOut;
      } else if (u_mode == 1) {
        // Dither: an ordered Bayer threshold on 3px cells.
        vec2 cell = floor(px / 3.0);
        o = sampleIn(u_out, (cell + 0.5) * 3.0 * step(0.02, u_p) + px * (1.0 - step(0.02, u_p)), u_outSize);
        n = sampleIn(u_in, mix((cell + 0.5) * 3.0, px, step(0.98, u_p)), u_inSize);
        tOut = mix(bayer(cell), sweep, bias);
        tIn = tOut;
      } else {
        // Noise: a soft value-noise field with a glowing edge.
        float v = vnoise(px / 26.0) * 0.65 + vnoise(px / 7.0) * 0.35;
        tOut = mix(v, sweep, bias);
        tIn = tOut;
        o = sampleIn(u_out, px, u_outSize);
        n = sampleIn(u_in, px, u_inSize);
        edge = 1.0 - smoothstep(0.0, 0.06, abs(tOut - p));
      }
      float keepOut = step(p, tOut);
      float showIn = 1.0 - step(p, tIn);
      vec4 color = o * keepOut + n * showIn * (1.0 - keepOut);
      if (u_mode == 2 && u_p > 0.0 && u_p < 1.0) color.rgb = mix(color.rgb, u_edge, edge * 0.85) ;
      if (u_mode == 2 && u_p > 0.0 && u_p < 1.0) color.a = max(color.a, edge * 0.85);
      outColor = color;
    }`;
    
    const MODES = { pixel: 0, dither: 1, noise: 2 } as const;
    const DIRS = { none: [0, 0], up: [0, -1], down: [0, 1], left: [-1, 0], right: [1, 0] } as const;
    
    type Slot = { key: string | number; node: ReactNode };
    
    /**
     * A wrapper for swapping content (tabs, steps, routes) through HTML-in-Canvas: the outgoing live DOM
     * dissolves into pixel blocks, dither dots or noise while the incoming DOM resolves out of the same
     * pattern. Without the API, or with reduced motion, it crossfades with a blur (a plain fade under
     * reduced motion).
     */
    export function DissolveTransition({
      contentKey,
      children,
      mode = "pixel",
      duration = 0.9,
      direction = "none",
      edgeColor = "var(--primary)",
      rendering = "auto",
      onModeChange,
      onTransitionEnd,
      className,
    }: DissolveTransitionProps) {
      const reduceMotion = useReducedMotion();
      const [current, setCurrent] = useState<Slot>({ key: contentKey, node: children });
      const [outgoing, setOutgoing] = useState<Slot | null>(null);
      // New key: the old content becomes the outgoing slot. Same key: keep the content fresh.
      if (contentKey !== current.key) {
        setOutgoing(current);
        setCurrent({ key: contentKey, node: children });
      } else if (children !== current.node) {
        setCurrent({ key: contentKey, node: children });
      }
    
      const inRef = useRef<HTMLDivElement>(null);
      const outRef = useRef<HTMLDivElement>(null);
      const [height, setHeight] = useState<number | null>(null);
      const transition = useRef({ start: -1, captured: false, frames: 0 });
      // The edge color resolved to RGB (it may be a theme variable), recomputed only when it changes.
      const edge = useRef<{ color: string; rgb: Vec3 } | null>(null);
      const gl = useRef<{ program: Program; mesh: Mesh; tin: ElementTexture; tout: ElementTexture } | null>(null);
    
      const { native, canvasRef, canvasProps, invalidate } = useHtmlCanvas({
        context: "webgl2",
        mode: rendering,
        animating: outgoing !== null,
        setup: (ctx) => {
          gl.current = { program: createProgram(ctx, VERT, FRAG), mesh: createGrid(ctx), tin: createElementTexture(ctx), tout: createElementTexture(ctx) };
          return () => {
            if (!gl.current) return;
            ctx.deleteProgram(gl.current.program.program);
            ctx.deleteTexture(gl.current.tin.texture);
            ctx.deleteTexture(gl.current.tout.texture);
            gl.current = null;
          };
        },
        render: ({ ctx, canvas, width, height: h, reason, changed }) => {
          const g = gl.current;
          const incoming = inRef.current;
          if (!g || !incoming) return;
          const out = outRef.current;
          if (reason !== "frame" || !g.tin.width) {
            uploadElementTexture(ctx, g.tin, incoming);
            syncElementGeometry(canvas, incoming, new DOMMatrix());
          }
          let p = 1;
          if (out) {
            const tr = transition.current;
            if (!tr.captured) {
              // Capture the outgoing content once the browser has painted it in its new slot; until then
              // draw nothing, so the canvas keeps showing the last frame.
              tr.frames += 1;
              const painted = reason === "paint" && changed.some((el) => el === out || out.contains(el));
              if (!painted && tr.frames < 6) return;
              uploadElementTexture(ctx, g.tout, out);
              uploadElementTexture(ctx, g.tin, incoming);
              transition.current = { start: performance.now(), captured: true, frames: tr.frames };
            }
            p = Math.min(1, (performance.now() - transition.current.start) / 1000 / Math.max(0.1, duration));
            if (p >= 1) window.setTimeout(() => setOutgoing(null), 0);
          }
          ctx.viewport(0, 0, canvas.width, canvas.height);
          ctx.clearColor(0, 0, 0, 0);
          ctx.clear(ctx.COLOR_BUFFER_BIT);
          ctx.enable(ctx.BLEND);
          ctx.blendFunc(ctx.ONE, ctx.ONE_MINUS_SRC_ALPHA);
          ctx.useProgram(g.program.program);
          const { u } = g.program;
          ctx.uniform2f(u("u_canvas"), width, h);
          ctx.uniform2f(u("u_size"), width, h);
          ctx.uniform2f(u("u_inSize"), g.tin.width || width, g.tin.height || h);
          ctx.uniform2f(u("u_outSize"), g.tout.width || width, g.tout.height || h);
          ctx.uniform1f(u("u_p"), out ? p : 1);
          ctx.uniform1i(u("u_mode"), MODES[mode]);
          ctx.uniform2f(u("u_dir"), DIRS[direction][0], DIRS[direction][1]);
          if (edge.current?.color !== edgeColor) edge.current = { color: edgeColor, rgb: cssColorToVec3(edgeColor, canvas) };
          ctx.uniform3f(u("u_edge"), ...edge.current.rgb);
          ctx.activeTexture(ctx.TEXTURE0);
          ctx.bindTexture(ctx.TEXTURE_2D, g.tout.texture);
          ctx.uniform1i(u("u_out"), 0);
          ctx.activeTexture(ctx.TEXTURE1);
          ctx.bindTexture(ctx.TEXTURE_2D, g.tin.texture);
          ctx.uniform1i(u("u_in"), 1);
          drawMesh(ctx, g.mesh);
        },
      });
    
      useEffect(() => onModeChange?.(native), [native, onModeChange]);
      // The edge color is resolved on the next frame after a theme switch.
      useEffect(() => observeTheme(() => (edge.current = null)), []);
    
      // A new outgoing slot starts a new transition; finishing one reports it.
      useLayoutEffect(() => {
        transition.current = { start: -1, captured: false, frames: 0 };
        if (outgoing) invalidate();
      }, [outgoing, invalidate]);
      const hadOutgoing = useRef(false);
      useEffect(() => {
        if (hadOutgoing.current && !outgoing) onTransitionEnd?.();
        hadOutgoing.current = outgoing !== null;
      }, [outgoing, onTransitionEnd]);
    
      // In native mode the canvas is as tall as the taller of the two contents.
      useEffect(() => {
        if (!native) return;
        const measure = () => setHeight(Math.max(inRef.current?.offsetHeight ?? 0, outRef.current?.offsetHeight ?? 0));
        const observer = new ResizeObserver(measure);
        if (inRef.current) observer.observe(inRef.current);
        if (outRef.current) observer.observe(outRef.current);
        measure();
        return () => observer.disconnect();
      }, [native, outgoing, current.key]);
    
      if (!native) {
        return (
          <div className={cn("grid w-full [&>*]:[grid-area:1/1]", className)}>
            <AnimatePresence initial={false}>
              <motion.div
                key={current.key}
                initial={reduceMotion ? { opacity: 0 } : { opacity: 0, filter: "blur(8px)" }}
                animate={{ opacity: 1, filter: "blur(0px)" }}
                exit={reduceMotion ? { opacity: 0 } : { opacity: 0, filter: "blur(8px)" }}
                transition={{ duration: reduceMotion ? 0.2 : duration * 0.7, ease: ease.out }}
                onAnimationComplete={() => onTransitionEnd?.()}
              >
                {current.node}
              </motion.div>
            </AnimatePresence>
          </div>
        );
      }
    
      return (
        <div className={cn("relative w-full", className)} style={{ height: height ?? undefined }}>
          <canvas ref={canvasRef} {...canvasProps} className="absolute inset-0 block size-full">
            <div ref={inRef} key={`in-${current.key}`} className="w-full">
              {current.node}
            </div>
            {outgoing ? (
              <div ref={outRef} key={`out-${outgoing.key}`} className="pointer-events-none w-full" aria-hidden="true" inert>
                {outgoing.node}
              </div>
            ) : null}
          </canvas>
        </div>
      );
    }

Usage

import { DissolveTransition } from "@/components/ui/dissolve-transition/dissolve-transition";

<DissolveTransition contentKey={tab} mode="pixel">
  <TabPanel tab={tab} />
</DissolveTransition>

API reference

PropTypeDefaultDescription
contentKey*string | number–Identifies the current content. Changing it dissolves the old content into the new.
children*ReactNode–The current content.
mode"pixel" | "dither" | "noise""pixel"How content breaks up: growing pixel blocks, an ordered dither or a noise field.
durationnumber0.9Seconds the swap takes.
direction"none" | "up" | "down" | "left" | "right""none"Where the dissolve starts sweeping from; "none" dissolves everywhere at once.
edgeColorstring"var(--primary)"Color of the glowing edge in noise mode.
renderingHtmlCanvasMode"auto""auto" uses HTML-in-Canvas when available, "fallback" never does.
onModeChange(native: boolean) => void–Called when the rendering mode is known.
onTransitionEnd() => void–Called when a transition finishes.
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 outgoing content is captured once, after the browser has painted it; only the incoming texture updates while you interact with it. The frame loop runs only during a transition.
  • Change `contentKey` to transition. Changing children with the same key updates the content in place without a dissolve.

Accessibility

  • Only the incoming content is interactive and in the accessibility tree; the outgoing copy is inert and aria-hidden while it dissolves, and is removed when the transition ends.
  • The incoming content's geometry is synced to where it is drawn, so focus, clicks and text selection work during and after the swap.
  • With reduced motion, or without the HTML-in-Canvas API, content crossfades with a blur (a plain fade under reduced motion).