> ## Documentation Index
> Fetch the complete documentation index at: https://hyperframes-fix-nested-composition-media-inpoint.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Soft Blob Touch

> A granular soft blob idles with slow internal drift; a scripted touch dot decel-arrives, the blob deforms toward it with an attraction bulge, then recovers with a velocity-preserving spring. No hard edges anywhere.

export const VariablesExplorer = ({previewSrc, compositionId, compositionSrc, variables, children}) => {
  const SHIKI = {
    punct: {
      color: "rgb(31, 35, 40)",
      "--shiki-dark": "#808080"
    },
    tag: {
      color: "rgb(17, 99, 41)",
      "--shiki-dark": "#569CD6"
    },
    attr: {
      color: "rgb(5, 80, 174)",
      "--shiki-dark": "#9CDCFE"
    },
    equals: {
      color: "rgb(31, 35, 40)",
      "--shiki-dark": "#D4D4D4"
    },
    value: {
      color: "rgb(10, 48, 105)",
      "--shiki-dark": "#CE9178"
    }
  };
  const CSS = `
.hf-ve {
  --ve-fg: #18181b;
  --ve-muted: #71717a;
  --ve-line: #e4e4e7;
  --ve-surface: #ffffff;
  --ve-sunken: #fafafa;
  --ve-hover: #f4f4f5;
  --ve-on-bg: #18181b;
  --ve-on-fg: #ffffff;
  --ve-ring: rgba(24, 24, 27, 0.14);
  --ve-danger: #b42318;
}
:where(html.dark) .hf-ve {
  --ve-fg: #f4f4f5;
  --ve-muted: #a1a1aa;
  --ve-line: #27272a;
  --ve-surface: #18181b;
  --ve-sunken: #131316;
  --ve-hover: #27272a;
  --ve-on-bg: #f4f4f5;
  --ve-on-fg: #18181b;
  --ve-ring: rgba(244, 244, 245, 0.2);
  --ve-danger: #ff9d95;
}

.hf-ve-tabs {
  display: inline-flex;
  gap: 2px;
  padding: 3px;
  border: 1px solid var(--ve-line);
  border-radius: 9999px;
  background: var(--ve-sunken);
}
.hf-ve-tab {
  padding: 4px 12px;
  border-radius: 9999px;
  font-size: 12px;
  font-weight: 500;
  color: var(--ve-muted);
  background: transparent;
}
.hf-ve-tab[data-on="true"] {
  color: var(--ve-fg);
  background: var(--ve-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.08);
}
.hf-ve-tab:hover:not([data-on="true"]) { color: var(--ve-fg); }

/* Not a grid. A grid row is as tall as its tallest cell, so a five-line snippet
   sat in the preview's 16:9 box with 300px of dead area under it. The inactive
   pane is taken out of flow instead — and stretches left/right rather than to
   inset 0, so the iframe keeps its own height. An iframe resized on every tab
   switch reflows the composition running inside it. */
.hf-ve-frame { position: relative; }
.hf-ve-cell { min-width: 0; }
.hf-ve-cell[data-on="false"] {
  position: absolute;
  top: 0;
  left: 0;
  right: 0;
  visibility: hidden;
  pointer-events: none;
}
.hf-ve-preview {
  overflow: hidden;
  border: 1px solid var(--ve-line);
  border-radius: 12px;
}
/* CodeBlock carries the page margins (mt-5 mb-8) that separate it from prose,
   which is dead space inside a tab. Element plus two classes out-specifies a
   Tailwind utility without !important. */
.hf-ve-cell > div.code-block { margin: 0; }
/* The snippet wraps; the source does not.
   A value the reader has to read in full should not hide half of itself off the
   right edge, so the snippet pane wraps — what \`\`\`html wrap does for a fence.
   The width reset is the half that matters: the block's own <code> is sized to
   max-content, and content that never meets an edge never wraps.
   Source is left to scroll sideways like every other code block on the site.
   Wrapping it breaks its indentation, and a comment paragraph re-flowed to a
   narrow column reads worse than one the reader can scroll. */
.hf-ve-snippet .shiki,
.hf-ve-snippet .shiki code {
  white-space: pre-wrap;
  overflow-wrap: anywhere;
}
/* A composition source runs to several hundred lines, and an un-capped tab
   pushes the Customize panel off the screen. The cap goes on the scroll box
   rather than the block, so the filename and its copy button stay put; and it
   is a max-height, so a short source still hugs its own content and the dead
   area under it stays gone. */
.hf-ve-cell .code-block pre {
  max-height: 460px;
  overflow: auto;
}
/* Four classes deep because the rule being answered is three
   (\`html:not(.dark) .codeblock-light pre.shiki code\`), and a shorter selector
   silently loses to it. */
.hf-ve .hf-ve-snippet .code-block pre.shiki code {
  width: auto;
  min-width: 0;
}

.hf-ve-panel {
  margin-top: 12px;
  border: 1px solid var(--ve-line);
  border-radius: 12px;
}
.hf-ve-head {
  display: flex;
  align-items: center;
  justify-content: space-between;
  padding: 8px 16px;
  border-bottom: 1px solid var(--ve-line);
}
.hf-ve-title {
  font-size: 11px;
  font-weight: 600;
  letter-spacing: 0.06em;
  text-transform: uppercase;
  color: var(--ve-muted);
}
.hf-ve-grid {
  display: grid;
  gap: 16px 28px;
  padding: 16px;
}
@media (min-width: 640px) {
  .hf-ve-grid { grid-template-columns: 1fr 1fr; }
}
.hf-ve-row {
  display: flex;
  align-items: baseline;
  justify-content: space-between;
  gap: 12px;
  margin-bottom: 6px;
}
.hf-ve-label { font-size: 14px; font-weight: 500; color: var(--ve-fg); }
.hf-ve-value {
  font-family: ui-monospace, SFMono-Regular, Menlo, monospace;
  font-size: 12px;
  font-variant-numeric: tabular-nums;
  color: var(--ve-muted);
}
.hf-ve-desc {
  margin: 6px 0 0;
  font-size: 12px;
  line-height: 1.45;
  color: var(--ve-muted);
}

.hf-ve-btn {
  padding: 4px 10px;
  border: 1px solid transparent;
  border-radius: 8px;
  font-size: 12px;
  font-weight: 500;
  color: var(--ve-muted);
  background: transparent;
}
.hf-ve-btn:hover:not(:disabled) { color: var(--ve-fg); background: var(--ve-hover); }
.hf-ve-btn:disabled { opacity: 0.4; cursor: default; }

.hf-ve-field {
  width: 100%;
  height: 36px;
  padding: 0 12px;
  border: 1px solid var(--ve-line);
  border-radius: 8px;
  font-size: 14px;
  line-height: 1.4;
  color: var(--ve-fg);
  background: var(--ve-surface);
}
.hf-ve-field::placeholder { color: var(--ve-muted); }
.hf-ve-mono { font-family: ui-monospace, SFMono-Regular, Menlo, monospace; font-size: 13px; }

/* Focus, once, for every control here. A ring outside the border rather than a
   border colour alone: the border already carries the resting state, so
   recolouring it is a change a reader can miss. Nothing shifts, because the
   ring is a shadow. :focus-visible, so a pointer click does not light it up. */
.hf-ve-field:focus-visible,
.hf-ve-seg-btn:focus-visible,
.hf-ve-tab:focus-visible,
.hf-ve-btn:focus-visible,
.hf-ve-switch:focus-visible,
.hf-ve-swatch:focus-visible {
  outline: none;
  border-color: var(--ve-on-bg);
  box-shadow: 0 0 0 3px var(--ve-ring);
}
/* A range is a track, and ringing the track rings a pill the width of the
   panel. The thumb is the part that has focus, so the thumb is what says so. */
.hf-ve-range:focus-visible { outline: none; }
.hf-ve-range:focus-visible::-webkit-slider-thumb { box-shadow: 0 0 0 4px var(--ve-ring); }
.hf-ve-range:focus-visible::-moz-range-thumb { box-shadow: 0 0 0 4px var(--ve-ring); }
/* Safari still fires :focus for a click on a button, so the pair is kept. */
.hf-ve-field:focus { outline: none; border-color: var(--ve-on-bg); }

/* The enum branch above sends anything past four options here. No shipped item
   does today (every enum in the registry has two to four), so this is styled to
   the point of not looking foreign and no further — the chevron is one neutral
   grey rather than a per-theme pair, because a data URI cannot read a token. */
.hf-ve-select {
  appearance: none;
  -webkit-appearance: none;
  padding-right: 34px;
  background-image: url("data:image/svg+xml;charset=utf-8,%3Csvg xmlns='http://www.w3.org/2000/svg' width='16' height='16' fill='none' stroke='%2389898f' stroke-width='2' stroke-linecap='round' stroke-linejoin='round'%3E%3Cpath d='m4 6 4 4 4-4'/%3E%3C/svg%3E");
  background-repeat: no-repeat;
  background-position: right 10px center;
  cursor: pointer;
}

.hf-ve-seg {
  display: flex;
  padding: 2px;
  border: 1px solid var(--ve-line);
  border-radius: 8px;
}
.hf-ve-seg-btn {
  flex: 1;
  padding: 4px 8px;
  border-radius: 6px;
  font-size: 12px;
  font-weight: 500;
  color: var(--ve-muted);
  background: transparent;
}
.hf-ve-seg-btn:hover:not([data-on="true"]) { color: var(--ve-fg); background: var(--ve-hover); }
.hf-ve-seg-btn[data-on="true"] { color: var(--ve-on-fg); background: var(--ve-on-bg); }

/* A range, rebuilt. \`accent-color\` alone leaves the platform's hairline track,
   which reads as an unstyled browser part next to everything else here. Each
   engine names its parts differently and shares none of them, so the same
   track and thumb are written twice; a selector either engine cannot parse
   drops the whole rule, which is why they are never grouped. */
.hf-ve-range {
  width: 100%;
  height: 20px;
  appearance: none;
  -webkit-appearance: none;
  border: 0;
  border-radius: 9999px;
  background: transparent;
  cursor: pointer;
}
/* --ve-fill is set per render: painting progress on a native track means a
   two-stop gradient, and only the component knows where the value sits. */
.hf-ve-range::-webkit-slider-runnable-track {
  height: 6px;
  border-radius: 9999px;
  background: linear-gradient(
    to right,
    var(--ve-on-bg) var(--ve-fill, 0%),
    var(--ve-line) var(--ve-fill, 0%)
  );
}
.hf-ve-range::-webkit-slider-thumb {
  -webkit-appearance: none;
  width: 16px;
  height: 16px;
  margin-top: -5px;
  border: 2px solid var(--ve-on-bg);
  border-radius: 9999px;
  background: var(--ve-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.14);
}
.hf-ve-range::-moz-range-track { height: 6px; border-radius: 9999px; background: var(--ve-line); }
.hf-ve-range::-moz-range-progress { height: 6px; border-radius: 9999px; background: var(--ve-on-bg); }
.hf-ve-range::-moz-range-thumb {
  width: 16px;
  height: 16px;
  border: 2px solid var(--ve-on-bg);
  border-radius: 9999px;
  background: var(--ve-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.14);
}
/* Hover reads on the part being aimed at rather than on the whole strip: a
   track that darkens under the pointer says "click me and the thumb comes
   here", which is what a native range actually does. */
.hf-ve-range:hover::-webkit-slider-thumb { border-color: var(--ve-fg); }
.hf-ve-range:hover::-moz-range-thumb { border-color: var(--ve-fg); }

/* The number control, and the three things it used to leave unsaid.
 *
 * It could not say where the range ends, so a reader dragging \`stroke_width\`
 * had no idea whether 12 was nearly nothing or nearly everything: the ends now
 * carry min and max.
 *
 * It could not say where the author left the knob, which is the one reference
 * point a panel built around deviating from the author's choice needs: a mark
 * on the track is the default, and a double click puts the value back on it.
 *
 * And it printed the value in the label row, a fixed distance from a thumb that
 * moves, so reading a drag meant looking in two places at once. The value rides
 * the thumb instead.
 *
 * Still a real <input type="range">. Every custom slider on the web reimplements
 * keyboard stepping, touch, and the screen-reader contract, and most of them do
 * one of the three badly; none of what is added here needed the element
 * replaced. Nothing moves that a finger is not moving: the value tracks the
 * pointer because it is the pointer's own readout, and the only transition is
 * the colour one every other control here shares. */
.hf-ve-slider {
  display: grid;
  gap: 1px;
}
.hf-ve-ruler {
  position: relative;
  height: 17px;
  font-family: ui-monospace, SFMono-Regular, Menlo, monospace;
  font-size: 11px;
  font-variant-numeric: tabular-nums;
  line-height: 17px;
  color: var(--ve-muted);
}
.hf-ve-bound {
  position: absolute;
  top: 0;
}
.hf-ve-bound[data-end="min"] { left: 0; }
.hf-ve-bound[data-end="max"] { right: 0; }
/* An end steps aside rather than being overprinted by the value arriving on
   top of it. Visibility, not opacity: there is no fade here, the label is
   either the thing being read or it is out of the way. */
.hf-ve-ruler[data-near="min"] .hf-ve-bound[data-end="min"],
.hf-ve-ruler[data-near="max"] .hf-ve-bound[data-end="max"] {
  visibility: hidden;
}
/* translateX is centring, not motion: the readout is as wide as its own digits
   and has to hang half of that either side of the thumb. */
.hf-ve-readout {
  position: absolute;
  top: 0;
  left: calc(var(--ve-fill, 0%) + var(--ve-fill-nudge, 0px));
  transform: translateX(-50%);
  color: var(--ve-fg);
  font-weight: 600;
  white-space: nowrap;
}
.hf-ve-track {
  position: relative;
  display: block;
}
.hf-ve-range { display: block; }
.hf-ve-default {
  position: absolute;
  top: 5px;
  left: calc(var(--ve-default, 50%) + var(--ve-default-nudge, 0px));
  width: 2px;
  height: 10px;
  margin-left: -1px;
  border-radius: 1px;
  background: var(--ve-muted);
  pointer-events: none;
}

/* A switch, for the boolean type. It used to fall through to the text input at
   the end of control(), which asked the reader to type the word "true". */
.hf-ve-switch {
  display: inline-flex;
  align-items: center;
  width: 40px;
  height: 24px;
  padding: 2px;
  border: 1px solid var(--ve-line);
  border-radius: 9999px;
  background: var(--ve-sunken);
  cursor: pointer;
}
.hf-ve-switch[data-on="true"] { border-color: var(--ve-on-bg); background: var(--ve-on-bg); }
.hf-ve-switch-dot {
  width: 18px;
  height: 18px;
  border-radius: 9999px;
  background: var(--ve-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.18);
}
.hf-ve-switch[data-on="true"] .hf-ve-switch-dot {
  background: var(--ve-on-fg);
  transform: translateX(16px);
}

/* The SVG import control: the same text field, with a way to fill it.
 *
 * The whole block is the drop target, not just the field, so a file let go over
 * the button lands too. It says so by taking the same border colour a focused
 * field takes, which is the one feedback channel this panel has left.
 *
 * A bare <input type="file"> is unlabelled, unstyleable and reads as "No file
 * chosen" next to controls that carry their own value, so the real input is
 * taken out of the layout and the tab order and a button in front of it is what
 * a reader sees and what a keyboard reaches. Hidden with size and opacity
 * rather than display:none, because an input that is not rendered at all is one
 * some browsers decline to open a picker for. */
.hf-ve-drop {
  display: grid;
  gap: 8px;
}
.hf-ve-drop[data-over="true"] .hf-ve-dropzone {
  border-color: var(--ve-on-bg);
  border-style: solid;
}

/* The import is the action almost everyone wants: a reader arrives with a
   shape, not with path data. A dashed target reads as "put a file here" on
   sight, where a button beneath a field of coordinates read as an afterthought
   to the coordinates. */
.hf-ve-dropzone {
  display: grid;
  justify-items: center;
  gap: 6px;
  padding: 18px 12px;
  border: 1px dashed var(--ve-line);
  border-radius: 10px;
  background: var(--ve-surface);
  text-align: center;
}
.hf-ve-dropzone .hf-ve-btn {
  padding: 7px 16px;
  font-size: 13px;
  color: var(--ve-fg);
  border-color: var(--ve-line);
  background: var(--ve-bg);
}
.hf-ve-dropzone .hf-ve-btn:hover:not(:disabled) { background: var(--ve-hover); }

/* Path data stays reachable, but a reader has to ask for it. A native details
   element rather than our own toggle, so it opens with the keyboard and is
   announced as expandable without any wiring. */
.hf-ve-advanced > summary {
  font-size: 12px;
  color: var(--ve-muted);
  cursor: pointer;
  list-style: none;
  padding: 2px 0;
}
.hf-ve-advanced > summary::-webkit-details-marker { display: none; }
.hf-ve-advanced > summary::before { content: "▸ "; }
.hf-ve-advanced[open] > summary::before { content: "▾ "; }
.hf-ve-advanced > summary:hover { color: var(--ve-fg); }
.hf-ve-advanced .hf-ve-field { margin-top: 6px; }
.hf-ve-file {
  position: absolute;
  width: 1px;
  height: 1px;
  opacity: 0;
  pointer-events: none;
}
.hf-ve-note {
  margin: 0;
  min-width: 0;
  font-size: 12px;
  line-height: 1.4;
  color: var(--ve-muted);
}
.hf-ve-note[data-tone="error"] { color: var(--ve-danger); }
.hf-ve-note[data-tone="ok"] { color: var(--ve-fg); }

.hf-ve-swatch {
  width: 40px;
  height: 32px;
  flex-shrink: 0;
  padding: 2px;
  border: 1px solid var(--ve-line);
  border-radius: 8px;
  background: var(--ve-surface);
  cursor: pointer;
}

/* Nothing here moves.
 *
 * A press-down scale on every button and field, a scale-in on the tab panes, a
 * springing switch knob and a growing slider thumb were all flourish: the
 * control had already told you what it did by changing colour, and the motion
 * was a second, slower answer to a question already settled. What is left is
 * one colour transition, short enough to read as immediate and long enough not
 * to flicker. A control here may change colour; it does not move.
 *
 * Which is also why there is no prefers-reduced-motion block any more. There is
 * no motion left to reduce. */
.hf-ve-tint {
  transition:
    background-color 100ms ease,
    border-color 100ms ease,
    color 100ms ease;
}
`;
  const isSvgPathData = value => typeof value === "string" && (/^\s*[Mm]\s*-?[\d.]/).test(value);
  const parsePathData = d => {
    const source = String(d);
    const arity = {
      M: 2,
      L: 2,
      H: 1,
      V: 1,
      C: 6,
      S: 4,
      Q: 4,
      T: 2,
      A: 7,
      Z: 0
    };
    const commands = [];
    let at = 0;
    let code = "";
    const separator = () => {
      while (at < source.length && (/[\s,]/).test(source[at])) at += 1;
    };
    const digits = () => {
      while (at < source.length && source[at] >= "0" && source[at] <= "9") at += 1;
    };
    const number = () => {
      separator();
      const start = at;
      if (source[at] === "+" || source[at] === "-") at += 1;
      digits();
      if (source[at] === ".") {
        at += 1;
        digits();
      }
      if (source[at] === "e" || source[at] === "E") {
        at += 1;
        if (source[at] === "+" || source[at] === "-") at += 1;
        digits();
      }
      const text = source.slice(start, at);
      const value = Number(text);
      if (text === "" || !Number.isFinite(value)) {
        throw new Error(`expected a number at character ${start + 1}`);
      }
      return value;
    };
    const flag = () => {
      separator();
      const character = source[at];
      if (character !== "0" && character !== "1") {
        throw new Error(`expected an arc flag at character ${at + 1}`);
      }
      at += 1;
      return Number(character);
    };
    separator();
    while (at < source.length) {
      const character = source[at];
      if ((/[a-zA-Z]/).test(character)) {
        if (arity[character.toUpperCase()] === undefined) {
          throw new Error(`unknown command "${character}"`);
        }
        code = character;
        at += 1;
      } else if (code === "") {
        throw new Error("path data must open with a command");
      } else if (code === "M" || code === "m") {
        code = code === "M" ? "L" : "l";
      } else if (code === "Z" || code === "z") {
        throw new Error(`expected a command at character ${at + 1}`);
      }
      const letter = code.toUpperCase();
      const args = [];
      if (letter === "A") {
        args.push(number(), number(), number(), flag(), flag(), number(), number());
      } else {
        for (let taken = 0; taken < arity[letter]; taken += 1) args.push(number());
      }
      commands.push({
        code,
        args
      });
      separator();
    }
    if (commands.length === 0) throw new Error("path data is empty");
    return commands;
  };
  const normalisePathData = commands => {
    const out = [];
    let x = 0;
    let y = 0;
    let startX = 0;
    let startY = 0;
    let cubicControl = null;
    let quadraticControl = null;
    for (const {code, args} of commands) {
      const letter = code.toUpperCase();
      const relative = code !== letter;
      const dx = relative ? x : 0;
      const dy = relative ? y : 0;
      const pairs = values => {
        const mapped = [];
        for (let index = 0; index + 1 < values.length; index += 2) {
          mapped.push(values[index] + dx, values[index + 1] + dy);
        }
        return mapped;
      };
      let nextCubic = null;
      let nextQuadratic = null;
      if (letter === "M") {
        const [px, py] = pairs(args);
        out.push({
          code: "M",
          args: [px, py]
        });
        x = px;
        y = py;
        startX = px;
        startY = py;
      } else if (letter === "L") {
        const [px, py] = pairs(args);
        out.push({
          code: "L",
          args: [px, py]
        });
        x = px;
        y = py;
      } else if (letter === "H") {
        x = args[0] + dx;
        out.push({
          code: "L",
          args: [x, y]
        });
      } else if (letter === "V") {
        y = args[0] + dy;
        out.push({
          code: "L",
          args: [x, y]
        });
      } else if (letter === "C") {
        const points = pairs(args);
        out.push({
          code: "C",
          args: points
        });
        nextCubic = [points[2], points[3]];
        x = points[4];
        y = points[5];
      } else if (letter === "S") {
        const points = pairs(args);
        const first = cubicControl ? [2 * x - cubicControl[0], 2 * y - cubicControl[1]] : [x, y];
        out.push({
          code: "C",
          args: [...first, ...points]
        });
        nextCubic = [points[0], points[1]];
        x = points[2];
        y = points[3];
      } else if (letter === "Q") {
        const points = pairs(args);
        out.push({
          code: "Q",
          args: points
        });
        nextQuadratic = [points[0], points[1]];
        x = points[2];
        y = points[3];
      } else if (letter === "T") {
        const points = pairs(args);
        const control = quadraticControl ? [2 * x - quadraticControl[0], 2 * y - quadraticControl[1]] : [x, y];
        out.push({
          code: "Q",
          args: [...control, ...points]
        });
        nextQuadratic = control;
        x = points[0];
        y = points[1];
      } else if (letter === "A") {
        const endX = args[5] + dx;
        const endY = args[6] + dy;
        out.push(...arcToCubics(x, y, args[0], args[1], args[2], args[3], args[4], endX, endY));
        x = endX;
        y = endY;
      } else if (letter === "Z") {
        out.push({
          code: "Z",
          args: []
        });
        x = startX;
        y = startY;
      }
      cubicControl = nextCubic;
      quadraticControl = nextQuadratic;
    }
    return out;
  };
  const arcToCubics = (x1, y1, rx, ry, rotation, largeArc, sweep, x2, y2) => {
    if (x1 === x2 && y1 === y2) return [];
    let radiusX = Math.abs(rx);
    let radiusY = Math.abs(ry);
    if (radiusX === 0 || radiusY === 0) return [{
      code: "L",
      args: [x2, y2]
    }];
    const phi = rotation * Math.PI / 180;
    const cosPhi = Math.cos(phi);
    const sinPhi = Math.sin(phi);
    const midX = (x1 - x2) / 2;
    const midY = (y1 - y2) / 2;
    const primeX = cosPhi * midX + sinPhi * midY;
    const primeY = -sinPhi * midX + cosPhi * midY;
    const oversize = primeX * primeX / (radiusX * radiusX) + primeY * primeY / (radiusY * radiusY);
    if (oversize > 1) {
      const grow = Math.sqrt(oversize);
      radiusX *= grow;
      radiusY *= grow;
    }
    const denominator = radiusX * radiusX * primeY * primeY + radiusY * radiusY * primeX * primeX;
    const numerator = radiusX * radiusX * radiusY * radiusY - radiusX * radiusX * primeY * primeY - radiusY * radiusY * primeX * primeX;
    const factor = (largeArc === sweep ? -1 : 1) * Math.sqrt(Math.max(0, numerator) / denominator);
    const centrePrimeX = factor * radiusX * primeY / radiusY;
    const centrePrimeY = -factor * radiusY * primeX / radiusX;
    const centreX = cosPhi * centrePrimeX - sinPhi * centrePrimeY + (x1 + x2) / 2;
    const centreY = sinPhi * centrePrimeX + cosPhi * centrePrimeY + (y1 + y2) / 2;
    const angle = (ux, uy, vx, vy) => {
      const length = Math.hypot(ux, uy) * Math.hypot(vx, vy);
      const cosine = length === 0 ? 1 : Math.min(1, Math.max(-1, (ux * vx + uy * vy) / length));
      return (ux * vy - uy * vx < 0 ? -1 : 1) * Math.acos(cosine);
    };
    const fromX = (primeX - centrePrimeX) / radiusX;
    const fromY = (primeY - centrePrimeY) / radiusY;
    const toX = (-primeX - centrePrimeX) / radiusX;
    const toY = (-primeY - centrePrimeY) / radiusY;
    const start = angle(1, 0, fromX, fromY);
    let sweptAngle = angle(fromX, fromY, toX, toY);
    if (!sweep && sweptAngle > 0) sweptAngle -= 2 * Math.PI;
    if (sweep && sweptAngle < 0) sweptAngle += 2 * Math.PI;
    const steps = Math.max(1, Math.ceil(Math.abs(sweptAngle) / (Math.PI / 2)));
    const step = sweptAngle / steps;
    const handle = 4 / 3 * Math.tan(step / 4);
    const at = t => [centreX + radiusX * Math.cos(t) * cosPhi - radiusY * Math.sin(t) * sinPhi, centreY + radiusX * Math.cos(t) * sinPhi + radiusY * Math.sin(t) * cosPhi];
    const slope = t => [-radiusX * Math.sin(t) * cosPhi - radiusY * Math.cos(t) * sinPhi, -radiusX * Math.sin(t) * sinPhi + radiusY * Math.cos(t) * cosPhi];
    const out = [];
    for (let index = 0; index < steps; index += 1) {
      const from = start + index * step;
      const to = from + step;
      const [ax, ay] = at(from);
      const [bx, by] = at(to);
      const [aSlopeX, aSlopeY] = slope(from);
      const [bSlopeX, bSlopeY] = slope(to);
      out.push({
        code: "C",
        args: [ax + handle * aSlopeX, ay + handle * aSlopeY, bx - handle * bSlopeX, by - handle * bSlopeY, bx, by]
      });
    }
    const last = out[out.length - 1];
    last.args[4] = x2;
    last.args[5] = y2;
    return out;
  };
  const transformPathData = (segments, matrix) => segments.map(({code, args}) => {
    const moved = [];
    for (let index = 0; index + 1 < args.length; index += 2) {
      const x = args[index];
      const y = args[index + 1];
      moved.push(matrix.a * x + matrix.c * y + matrix.e, matrix.b * x + matrix.d * y + matrix.f);
    }
    return {
      code,
      args: moved
    };
  });
  const fitMatrix = (source, target) => {
    const chosen = Math.min(target.width / source.width, target.height / source.height);
    const scale = Number.isFinite(chosen) && chosen > 0 ? chosen : 1;
    return {
      a: scale,
      b: 0,
      c: 0,
      d: scale,
      e: target.x + target.width / 2 - (source.x + source.width / 2) * scale,
      f: target.y + target.height / 2 - (source.y + source.height / 2) * scale
    };
  };
  const printPathData = segments => segments.map(({code, args}) => {
    if (args.length === 0) return code;
    const numbers = args.map(value => {
      const rounded = Math.round(value * 100) / 100;
      return String(Object.is(rounded, -0) ? 0 : rounded);
    });
    return `${code} ${numbers.join(" ")}`;
  }).join(" ");
  const shapePathData = (tag, attrs) => {
    const number = (name, fallback = 0) => {
      const value = parseFloat(attrs[name]);
      return Number.isFinite(value) ? value : fallback;
    };
    if (tag === "path") {
      const d = typeof attrs.d === "string" ? attrs.d.trim() : "";
      return d === "" ? null : d;
    }
    if (tag === "rect") {
      const width = number("width");
      const height = number("height");
      if (!(width > 0) || !(height > 0)) return null;
      const x = number("x");
      const y = number("y");
      const declaredX = parseFloat(attrs.rx);
      const declaredY = parseFloat(attrs.ry);
      const rawX = Number.isFinite(declaredX) ? declaredX : declaredY;
      const rawY = Number.isFinite(declaredY) ? declaredY : declaredX;
      const rx = Math.min(Math.max(Number.isFinite(rawX) ? rawX : 0, 0), width / 2);
      const ry = Math.min(Math.max(Number.isFinite(rawY) ? rawY : 0, 0), height / 2);
      if (rx === 0 || ry === 0) {
        return `M ${x} ${y} H ${x + width} V ${y + height} H ${x} Z`;
      }
      return [`M ${x + rx} ${y}`, `H ${x + width - rx}`, `A ${rx} ${ry} 0 0 1 ${x + width} ${y + ry}`, `V ${y + height - ry}`, `A ${rx} ${ry} 0 0 1 ${x + width - rx} ${y + height}`, `H ${x + rx}`, `A ${rx} ${ry} 0 0 1 ${x} ${y + height - ry}`, `V ${y + ry}`, `A ${rx} ${ry} 0 0 1 ${x + rx} ${y}`, "Z"].join(" ");
    }
    if (tag === "circle" || tag === "ellipse") {
      const rx = tag === "circle" ? number("r") : number("rx");
      const ry = tag === "circle" ? number("r") : number("ry");
      if (!(rx > 0) || !(ry > 0)) return null;
      const cx = number("cx");
      const cy = number("cy");
      return [`M ${cx - rx} ${cy}`, `A ${rx} ${ry} 0 1 0 ${cx + rx} ${cy}`, `A ${rx} ${ry} 0 1 0 ${cx - rx} ${cy}`, "Z"].join(" ");
    }
    if (tag === "line") {
      const x1 = number("x1");
      const y1 = number("y1");
      const x2 = number("x2");
      const y2 = number("y2");
      if (x1 === x2 && y1 === y2) return null;
      return `M ${x1} ${y1} L ${x2} ${y2}`;
    }
    if (tag === "polyline" || tag === "polygon") {
      const values = String(attrs.points ?? "").trim().split(/[\s,]+/).map(Number).filter(value => Number.isFinite(value));
      if (values.length < 4) return null;
      const steps = [`M ${values[0]} ${values[1]}`];
      for (let index = 2; index + 1 < values.length; index += 2) {
        steps.push(`L ${values[index]} ${values[index + 1]}`);
      }
      if (tag === "polygon") steps.push("Z");
      return steps.join(" ");
    }
    return null;
  };
  const svgToPathData = (svgText, targetPathData, doc = document) => {
    const NS = "http://www.w3.org/2000/svg";
    const parsed = new DOMParser().parseFromString(String(svgText), "image/svg+xml");
    if (parsed.getElementsByTagName("parsererror").length > 0 || !parsed.documentElement || parsed.documentElement.localName !== "svg") {
      throw new Error("That file is not an SVG, or its markup is malformed.");
    }
    const host = doc.createElement("div");
    host.setAttribute("aria-hidden", "true");
    host.style.cssText = "position:fixed;left:-99999px;top:0;width:600px;height:600px;overflow:hidden;";
    const svg = doc.importNode(parsed.documentElement, true);
    host.appendChild(svg);
    doc.body.appendChild(host);
    try {
      const reference = doc.createElementNS(NS, "g");
      svg.appendChild(reference);
      const rootMatrix = reference.getScreenCTM();
      const defining = ["defs", "clipPath", "mask", "symbol", "marker", "pattern"];
      const isDefinition = element => {
        for (let node = element.parentNode; node && node !== svg; node = node.parentNode) {
          if (defining.includes(node.localName)) return true;
        }
        return false;
      };
      const shapes = [...svg.querySelectorAll("path,rect,circle,ellipse,line,polyline,polygon")];
      const segments = [];
      let shapesUsed = 0;
      let firstProblem = null;
      for (const element of shapes) {
        if (isDefinition(element)) continue;
        if (doc.defaultView.getComputedStyle(element).display === "none") continue;
        const attrs = {};
        for (const attribute of element.attributes) attrs[attribute.localName] = attribute.value;
        const d = shapePathData(element.localName, attrs);
        if (d === null) continue;
        let own;
        try {
          own = normalisePathData(parsePathData(d));
        } catch (error) {
          firstProblem = firstProblem ?? error.message;
          continue;
        }
        const matrix = element.getScreenCTM();
        segments.push(...rootMatrix && matrix ? transformPathData(own, rootMatrix.inverse().multiply(matrix)) : own);
        shapesUsed += 1;
      }
      if (segments.length === 0) {
        if (firstProblem) throw new Error(`This SVG has unreadable path data: ${firstProblem}.`);
        const untraceable = ["text", "image", "use"].find(tag => svg.getElementsByTagName(tag).length > 0);
        throw new Error(untraceable ? `This SVG draws with <${untraceable}>, which has no outline to trace. Convert it to paths and try again.` : "This SVG has no shapes to import.");
      }
      const probe = doc.createElementNS(NS, "path");
      svg.appendChild(probe);
      probe.setAttribute("d", printPathData(segments));
      const source = probe.getBBox();
      if (!(source.width > 0) || !(source.height > 0)) {
        if (!(source.width > 0) && !(source.height > 0)) {
          throw new Error("This SVG's shapes have no size.");
        }
      }
      probe.setAttribute("d", String(targetPathData));
      const target = probe.getBBox();
      return {
        d: printPathData(transformPathData(segments, fitMatrix(source, target))),
        shapes: shapesUsed
      };
    } finally {
      host.remove();
    }
  };
  const granularity = value => {
    const decimals = String(value).split(".")[1];
    return decimals ? Number(`1e-${decimals.length}`) : 1;
  };
  const readout = (variable, value) => {
    if (variable.type === "number") return "";
    if (variable.type === "color") return String(value);
    if (variable.type === "enum") {
      const hit = (variable.options ?? []).find(o => o.value === value);
      return hit ? hit.label ?? hit.value : String(value);
    }
    return "";
  };
  const control = (variable, value, onChange, note, onNote, onTyping) => {
    const options = variable.options ?? [];
    if (variable.type === "enum" && options.length > 0 && options.length <= 4) {
      return <div className="hf-ve-seg">
          {options.map(o => <button key={o.value} type="button" data-on={value === o.value} aria-pressed={value === o.value} onClick={() => onChange(o.value)} className="hf-ve-seg-btn hf-ve-tint">
              {o.label ?? o.value}
            </button>)}
        </div>;
    }
    if (variable.type === "enum") {
      return <select className="hf-ve-field hf-ve-select hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)}>
          {options.map(o => <option key={o.value} value={o.value}>
              {o.label ?? o.value}
            </option>)}
        </select>;
    }
    if (variable.type === "number") {
      const min = Number(variable.min);
      const max = Number(variable.max);
      const unit = variable.unit ?? "";
      const declaredStep = Number(variable.step);
      const step = declaredStep > 0 ? declaredStep : 1;
      const label = variable.label ?? variable.id;
      if (!(Number.isFinite(min) && Number.isFinite(max) && max > min)) {
        return <input type="number" className="hf-ve-field hf-ve-mono hf-ve-tint" value={value} min={Number.isFinite(min) ? min : undefined} max={Number.isFinite(max) ? max : undefined} step={declaredStep > 0 ? declaredStep : granularity(variable.default)} aria-label={label} onChange={e => {
          const next = Number(e.target.value);
          if (e.target.value !== "" && Number.isFinite(next)) onChange(next);
        }} />;
      }
      const at = n => Math.min(1, Math.max(0, (Number(n) - min) / (max - min)));
      const now = at(value);
      const authored = at(variable.default);
      const place = fraction => ({
        offset: `${fraction * 100}%`,
        nudge: `${(0.5 - fraction) * 16}px`
      });
      const value_ = place(now);
      const default_ = place(authored);
      const grain = event => {
        event.currentTarget.step = event.shiftKey ? step / 10 : step;
      };
      return <div className="hf-ve-slider" style={{
        "--ve-fill": value_.offset,
        "--ve-fill-nudge": value_.nudge,
        "--ve-default": default_.offset,
        "--ve-default-nudge": default_.nudge
      }}>
          {}
          <div className="hf-ve-ruler" data-near={now < 0.14 ? "min" : now > 0.86 ? "max" : ""} aria-hidden="true">
            <span className="hf-ve-bound" data-end="min">
              {min}
            </span>
            <span className="hf-ve-bound" data-end="max">
              {max}
            </span>
            <span className="hf-ve-readout">
              {value}
              {unit}
            </span>
          </div>
          <span className="hf-ve-track">
            <input type="range" className="hf-ve-range" min={min} max={max} step={step} value={value} aria-label={label} aria-valuetext={`${value}${unit}`} onChange={e => onChange(Number(e.target.value))} onPointerDown={grain} onKeyDown={grain} onDoubleClick={() => onChange(variable.default)} />
            {}
            {Math.abs(now - authored) > 0.04 && <span className="hf-ve-default" aria-hidden="true" />}
          </span>
        </div>;
    }
    if (variable.type === "boolean") {
      const on = value === true || value === "true";
      return <button type="button" role="switch" aria-checked={on} aria-label={variable.label ?? variable.id} data-on={on} onClick={() => onChange(!on)} className="hf-ve-switch">
          <span className="hf-ve-switch-dot" />
        </button>;
    }
    if (variable.type === "color") {
      return <div className="flex items-center gap-2">
          <input type="color" className="hf-ve-swatch hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)} />
          <input type="text" className="hf-ve-field hf-ve-mono hf-ve-tint" value={value} onChange={e => onChange(e.target.value)} onFocus={() => onTyping(variable.id)} onBlur={() => onTyping(null)} onKeyDown={e => {
        if (e.key === "Enter") e.currentTarget.blur();
      }} />
        </div>;
    }
    if (isSvgPathData(variable.default)) {
      const fileId = `hf-ve-file-${variable.id}`;
      const noteId = `hf-ve-note-${variable.id}`;
      const receive = file => {
        if (!file) return;
        file.text().then(text => {
          const {d, shapes} = svgToPathData(text, variable.default);
          onChange(d);
          onNote({
            tone: "ok",
            message: `${file.name}: ${shapes} shape${shapes === 1 ? "" : "s"} scaled to fit.`
          });
        }).catch(error => onNote({
          tone: "error",
          message: error.message
        }));
      };
      return <div className="hf-ve-drop" onDragOver={event => {
        event.preventDefault();
        event.currentTarget.dataset.over = "true";
      }} onDragLeave={event => {
        event.currentTarget.dataset.over = "false";
      }} onDrop={event => {
        event.preventDefault();
        event.currentTarget.dataset.over = "false";
        receive(event.dataTransfer.files[0]);
      }}>
          {}
          <div className="hf-ve-dropzone">
            <button type="button" className="hf-ve-btn hf-ve-tint" onClick={() => document.getElementById(fileId).click()}>
              Import SVG
            </button>
            <input id={fileId} type="file" accept=".svg,image/svg+xml" className="hf-ve-file" tabIndex={-1} aria-hidden="true" onChange={event => {
        receive(event.target.files[0]);
        event.target.value = "";
      }} />
            {}
            <p id={noteId} role="status" className="hf-ve-note" data-tone={note ? note.tone : ""}>
              {note ? note.message : "Or drop one here. Scaled to fit and centred."}
            </p>
          </div>
          <details className="hf-ve-advanced">
            <summary>Path data</summary>
            <input type="text" className="hf-ve-field hf-ve-mono hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)} onFocus={() => onTyping(variable.id)} onBlur={() => onTyping(null)} onKeyDown={e => {
        if (e.key === "Enter") e.currentTarget.blur();
      }} />
          </details>
        </div>;
    }
    return <input type="text" className="hf-ve-field hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)} onFocus={() => onTyping(variable.id)} onBlur={() => onTyping(null)} onKeyDown={e => {
      if (e.key === "Enter") e.currentTarget.blur();
    }} />;
  };
  const variablesKey = JSON.stringify(variables);
  const defaults = useMemo(() => {
    const built = {};
    for (const v of variables) if (v.default !== undefined) built[v.id] = v.default;
    return built;
  }, [variablesKey]);
  const urlKey = `vars-${compositionId}`;
  const readFromUrl = () => {
    if (typeof window === "undefined") return {};
    try {
      const raw = new URLSearchParams(window.location.search).get(urlKey);
      if (!raw) return {};
      const parsed = JSON.parse(raw);
      if (!parsed || typeof parsed !== "object" || Array.isArray(parsed)) return {};
      const declared = new Set(variables.map(v => v.id));
      return Object.fromEntries(Object.entries(parsed).filter(([id]) => declared.has(id)));
    } catch {
      return {};
    }
  };
  const [values, setValues] = useState(() => ({
    ...defaults,
    ...readFromUrl()
  }));
  useEffect(() => {
    const fromUrl = readFromUrl();
    if (Object.keys(fromUrl).length > 0) setValues(current => ({
      ...current,
      ...fromUrl
    }));
  }, []);
  useEffect(() => {
    if (typeof window === "undefined") return;
    const changed = Object.fromEntries(Object.entries(values).filter(([id, value]) => JSON.stringify(value) !== JSON.stringify(defaults[id])));
    const url = new URL(window.location.href);
    if (Object.keys(changed).length === 0) url.searchParams.delete(urlKey); else url.searchParams.set(urlKey, JSON.stringify(changed));
    const next = url.toString();
    if (next !== window.location.href) {
      window.history.replaceState(null, "", next);
      window.dispatchEvent(new CustomEvent("hf-vars-changed"));
    }
  }, [values, defaults, urlKey]);
  const [notes, setNotes] = useState({});
  const [typing, setTyping] = useState(null);
  const posted = useRef(null);
  const [tab, setTab] = useState("preview");
  const frame = useRef(null);
  const bootstrap = ["<!doctype html><html><head><meta charset='utf-8'>", "<style>html,body{margin:0;height:100%;overflow:hidden;background:transparent}", "hyperframes-player{display:block;width:100%;height:100%}</style>", '<script src="https://cdn.jsdelivr.net/npm/@hyperframes/player@0.7/dist/hyperframes-player.global.js"></' + "script>", "</head><body><script>", "(function(){", `  var PAYLOAD = ${JSON.stringify(previewSrc)};`, `  var INITIAL = ${JSON.stringify({
    ...defaults,
    ...readFromUrl()
  })};`, "  var html = null, player = null, poll = null;", "  function withValues(source, values) {", "    var json = JSON.stringify(values);", "    var attr = json.replace(/'/g, '&#39;');", "    var out = source.replace(/\\sdata-variable-values=(?:\"[^\"]*\"|'[^']*')/gi, '');", "    out = out.replace(/(data-composition-src=)/gi, \"data-variable-values='\" + attr + \"' $1\");", "    var tag = '<' + 'script>window.__hfVariables=' + json + ';<' + '/script>';", "    return /<head[^>]*>/i.test(out)", "      ? out.replace(/<head([^>]*)>/i, '<head$1>' + tag)", "      : tag + out;", "  }", "  function arm(resumeAt) {", "    clearInterval(poll);", "    var last = -1, tries = 0, seeked = false;", "    poll = setInterval(function () {", "      if (player.ready) {", "        if (!seeked) { seeked = true; if (resumeAt > 0) player.seek(resumeAt); }", "        player.play();", "      }", "      if (seeked && player.currentTime > 0 && player.currentTime !== last) {", "        clearInterval(poll); return;", "      }", "      last = player.currentTime;", "      if (++tries > 150) clearInterval(poll);", "    }, 100);", "  }", "  function mount(values, resumeAt) {", "    if (html === null) return;", "    player.setAttribute('srcdoc', withValues(html, values));", "    arm(resumeAt || 0);", "  }", "  player = document.createElement('hyperframes-player');", "  player.setAttribute('controls', ''); player.setAttribute('muted', '');", "  document.body.appendChild(player);", "  player.addEventListener('ended', function () { player.seek(0); player.play(); });", "  fetch(PAYLOAD).then(function (r) { return r.json(); }).then(function (d) {", "    html = d.html; mount(INITIAL, 0);", "  }).catch(function (e) {", "    document.body.innerHTML = '<pre style=\"color:#f66;font:12px monospace;padding:12px\">preview unavailable: ' + e + '</pre>';", "  });", "  addEventListener('message', function (event) {", "    var values = event.data && event.data.hfVariables;", "    if (!values) return;", "    mount(values, player.currentTime || 0);", "  });", "})();", "</" + "script></body></html>"].join("");
  useEffect(() => {
    if (typing !== null) return;
    const payload = JSON.stringify(values);
    if (payload === posted.current) return;
    const timer = setTimeout(() => {
      const target = frame.current && frame.current.contentWindow;
      if (!target) return;
      posted.current = payload;
      target.postMessage({
        hfVariables: values
      }, window.location.origin);
    }, 150);
    return () => clearTimeout(timer);
  }, [values, typing]);
  const printed = JSON.stringify(values, null, 2).split("\n").join("\n  ");
  const attributes = [["data-composition-id", `"${compositionId}"`], ["data-composition-src", `"${compositionSrc}"`], ["data-variable-values", `'${printed}'`]];
  const snippetLines = [[[SHIKI.punct, "<"], [SHIKI.tag, "div"]]];
  for (const [name, literal] of attributes) {
    const [head, ...rest] = literal.split("\n");
    snippetLines.push([[SHIKI.attr, `  ${name}`], [SHIKI.equals, "="], [SHIKI.value, head]]);
    for (const line of rest) snippetLines.push([[SHIKI.value, line]]);
  }
  snippetLines.push([[SHIKI.punct, "></"], [SHIKI.tag, "div"], [SHIKI.punct, ">"]]);
  const dirty = variables.some(v => values[v.id] !== defaults[v.id]);
  const installCommand = (() => {
    const base = `npx hyperframes add ${compositionId}`;
    if (!dirty) return base;
    const changed = {};
    for (const v of variables) {
      if (JSON.stringify(values[v.id]) !== JSON.stringify(defaults[v.id])) changed[v.id] = values[v.id];
    }
    return `${base} --vars '${JSON.stringify(changed)}'`;
  })();
  const TABS = [["preview", "Preview"], ...children ? [["code", "Code"]] : [], ["snippet", "Snippet"]];
  return <div className="hf-ve not-prose my-4">
      <style dangerouslySetInnerHTML={{
    __html: CSS
  }} />

      <div className="mb-3 flex items-center gap-3">
        <div className="hf-ve-tabs">
          {TABS.map(([id, label]) => <button key={id} type="button" data-on={tab === id} aria-pressed={tab === id} onClick={() => setTab(id)} className="hf-ve-tab hf-ve-tint">
              {label}
            </button>)}
        </div>
      </div>

      {}
      <div className="hf-ve-frame">
        <div className="hf-ve-cell" data-on={tab === "preview"}>
          <iframe ref={frame} srcDoc={bootstrap} className="hf-ve-preview block aspect-video w-full" title={`${compositionId} preview`} />
        </div>
        {children && <div className="hf-ve-cell" data-on={tab === "code"}>
            {children}
          </div>}
        <div className="hf-ve-cell hf-ve-snippet" data-on={tab === "snippet"}>
          {}
          <CodeBlock filename="Terminal">
            <pre className="shiki shiki-themes github-light-default dark-plus" style={{
    backgroundColor: "rgb(255, 255, 255)",
    "--shiki-dark-bg": "#0B0C0E",
    color: "rgb(31, 35, 40)",
    "--shiki-dark": "#D4D4D4"
  }}>
              <code>
                <span className="line">
                  <span style={SHIKI.value}>{installCommand}</span>
                  {"\n"}
                </span>
              </code>
            </pre>
          </CodeBlock>
          {}
          <CodeBlock filename="index.html">
            <pre className="shiki shiki-themes github-light-default dark-plus" style={{
    backgroundColor: "rgb(255, 255, 255)",
    "--shiki-dark-bg": "#0B0C0E",
    color: "rgb(31, 35, 40)",
    "--shiki-dark": "#D4D4D4"
  }}>
              <code>
                {snippetLines.map((tokens, line) => <span key={line} className="line">
                    {tokens.map(([style, text], token) => <span key={token} style={style}>
                        {text}
                      </span>)}
                    {"\n"}
                  </span>)}
              </code>
            </pre>
          </CodeBlock>
        </div>
      </div>

      <div className="hf-ve-panel">
        <div className="hf-ve-head">
          <span className="hf-ve-title">Customize</span>
          <button type="button" onClick={() => {
    setValues(defaults);
    setNotes({});
  }} disabled={!dirty} className="hf-ve-btn hf-ve-tint">
            Reset
          </button>
        </div>
        <div className="hf-ve-grid">
          {variables.map(v => <div key={v.id}>
              <div className="hf-ve-row">
                <label className="hf-ve-label">{v.label ?? v.id}</label>
                <span className="hf-ve-value">{readout(v, values[v.id])}</span>
              </div>
              {control(v, values[v.id], next => setValues(prev => ({
    ...prev,
    [v.id]: next
  })), notes[v.id], note => setNotes(prev => ({
    ...prev,
    [v.id]: note
  })), setTyping)}
              {v.description && <p className="hf-ve-desc">{v.description}</p>}
            </div>)}
        </div>
      </div>
    </div>;
};

export const InstallCommand = ({command, item}) => {
  const [copied, setCopied] = React.useState(false);
  const [tuned, setTuned] = React.useState("");
  React.useEffect(() => {
    if (!item) return;
    const read = () => {
      try {
        const raw = new URLSearchParams(window.location.search).get(`vars-${item}`);
        if (!raw) return setTuned("");
        const parsed = JSON.parse(raw);
        if (!parsed || typeof parsed !== "object" || Array.isArray(parsed)) return setTuned("");
        if (Object.keys(parsed).length === 0) return setTuned("");
        setTuned(` --vars '${JSON.stringify(parsed)}'`);
      } catch {
        setTuned("");
      }
    };
    read();
    window.addEventListener("hf-vars-changed", read);
    window.addEventListener("popstate", read);
    return () => {
      window.removeEventListener("hf-vars-changed", read);
      window.removeEventListener("popstate", read);
    };
  }, [item]);
  const fullCommand = `${command}${tuned}`;
  const copy = async () => {
    try {
      if (navigator.clipboard && window.isSecureContext) {
        await navigator.clipboard.writeText(fullCommand);
      } else {
        const previous = document.activeElement;
        const scratch = document.createElement("textarea");
        scratch.value = fullCommand;
        scratch.setAttribute("readonly", "");
        scratch.style.position = "fixed";
        scratch.style.opacity = "0";
        document.body.appendChild(scratch);
        scratch.select();
        document.execCommand("copy");
        document.body.removeChild(scratch);
        previous?.focus?.();
      }
      setCopied(true);
      setTimeout(() => setCopied(false), 2000);
    } catch {}
  };
  return <div className="hf-install-command not-prose my-4 flex items-stretch overflow-hidden rounded-xl border border-zinc-200 bg-zinc-50 dark:border-zinc-800 dark:bg-zinc-900">
      <code className="flex-1 overflow-x-auto whitespace-nowrap border-r border-zinc-200 px-4 py-3 font-mono text-sm text-zinc-800 dark:border-zinc-800 dark:text-zinc-100">
        {fullCommand}
      </code>
      <button type="button" onClick={copy} data-copied={copied ? "true" : "false"} aria-label={`Copy ${command} to the clipboard`} className="hf-install-copy">
        <svg className="hf-install-copy-clipboard" xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 18 18" fill="none" stroke="currentColor" strokeWidth="1.5" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
          <path d="M14.25 5.25H7.25C6.14543 5.25 5.25 6.14543 5.25 7.25V14.25C5.25 15.3546 6.14543 16.25 7.25 16.25H14.25C15.3546 16.25 16.25 15.3546 16.25 14.25V7.25C16.25 6.14543 15.3546 5.25 14.25 5.25Z" />
          <path d="M2.80103 11.998L1.77203 5.07397C1.61003 3.98097 2.36403 2.96397 3.45603 2.80197L10.38 1.77297C11.313 1.63397 12.19 2.16297 12.528 3.00097" />
        </svg>
        <svg className="hf-install-copy-check" xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 18 18" fill="none" stroke="currentColor" strokeWidth="2" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
          <path d="M2.75 9.5L6.5 13.25L15.25 4.5" />
        </svg>
      </button>
      <span className="hf-install-copy-status" role="status" aria-live="polite">
        {copied ? "Copied" : ""}
      </span>
    </div>;
};

<VariablesExplorer previewSrc="/public/catalog/components/soft-blob-touch.json" compositionId="soft-blob-touch" compositionSrc="compositions/components/soft-blob-touch.html" variables={[{"id":"touch_x","type":"number","role":"layout","label":"Touch X","description":"Touch point, percent of host width.","default":66,"min":8,"max":92,"step":1,"unit":"%"},{"id":"touch_y","type":"number","role":"layout","label":"Touch Y","description":"Touch point, percent of host height.","default":38,"min":8,"max":92,"step":1,"unit":"%"},{"id":"touch_at","type":"number","role":"timing","label":"Touch at","description":"Seconds from mount start when the dot makes contact.","default":1.6,"min":0.9,"max":10,"step":0.1,"unit":"s"},{"id":"grain","type":"enum","role":"style","label":"Grain","description":"Speck register for the granular body.","default":"fine","options":[{"value":"fine","label":"Fine"},{"value":"coarse","label":"Coarse"}]},{"id":"accent","type":"enum","role":"style","label":"Accent","description":"Body tint: green rides --brand, blue rides --accent, violet rides --accent-2.","default":"green","options":[{"value":"green","label":"Green"},{"value":"blue","label":"Blue"},{"value":"violet","label":"Violet"}]},{"id":"exit","type":"enum","role":"timing","label":"Exit","description":"Optional departure. Default none: the settled blob holds until the frame cuts.","default":"none","options":[{"value":"none","label":"None"},{"value":"fade","label":"Fade"},{"value":"up","label":"Up"}]}]}>
  ```html soft-blob-touch.html theme={null}
  <!doctype html>
  <!--
    soft-blob-touch: HyperFrames video primitive (product demo / material)

    A granular soft blob idles with slow internal drift; a scripted touch dot
    decel-arrives at a caller-positioned point; the blob deforms toward it
    (an attraction bulge with mass), then recovers with an interruptible
    spring once the dot retreats. The AI-orb material beat. Softness is the
    whole point: the body is layered radial gradients plus a seeded grain
    field, and nothing in the frame has a hard edge.

    Reference: alexwidua 1702356241186476225 sheet-02 (granular blob leaning
    toward a finger; fuzzy boundary, mass, recovery wobble).

    Variables (declared in data-composition-variables below):
      - touch_x, touch_y (numbers, percent of host box): where the dot lands.
      - touch_at (seconds): when the dot makes contact. Clamped so the whole
        deform and recover tail stays inside the clip.
      - grain ("fine" | "coarse"): speck count and size for the body.
      - accent ("green" | "blue" | "violet"): green rides --brand, blue rides
        --accent, violet rides --accent-2.
      - exit ("none" | "fade" | "up"): default none, the settled blob holds.

    Envelope, fixed IN and OUT with elastic HOLD only (never timeScale):
      IN ends when the recovery spring settles (touch_at + 1.57s); HOLD is
      dead still (drift completes integer sine cycles and ends at exactly
      zero by then); OUT = 0.45s only when exit is not none.

    Deformation model (law L1, interruptible spring):
      Two plain-object params (bulge, lean) feed ONE onUpdate painter. The
      attack tween is the first 75 percent of a power2.out lean-in, cut
      mid-flight when the dot lifts (analytic cut: the junction value AND
      velocity are computed in closed form). The recovery tween's ease is a
      closed-form underdamped spring whose initial velocity equals the cut
      velocity, so the redirect preserves momentum exactly. Both tweens have
      explicit endpoints; any seek order lands identical values.

    Determinism (canvas 2D law, per particle-image-reveal):
      One grain table is computed exactly once at build from fixed LCG seed
      0x50f7b10b. Every painted frame is a pure function of (table, params,
      timeline time). onUpdate clears and redraws from scratch; no
      Math.random, no wall clock, no incremental state. Eventful seeks
      (suppressEvents false) repaint identically in any order.
  -->
  <html
    lang="en"
    data-composition-id="soft-blob-touch"
    data-composition-duration="4"
    data-composition-variables='[
      { "id": "touch_x", "type": "number", "role": "layout", "label": "Touch X", "description": "Touch point, percent of host width.", "default": 66, "min": 8, "max": 92, "step": 1, "unit": "%" },
      { "id": "touch_y", "type": "number", "role": "layout", "label": "Touch Y", "description": "Touch point, percent of host height.", "default": 38, "min": 8, "max": 92, "step": 1, "unit": "%" },
      { "id": "touch_at", "type": "number", "role": "timing", "label": "Touch at", "description": "Seconds from mount start when the dot makes contact.", "default": 1.6, "min": 0.9, "max": 10, "step": 0.1, "unit": "s" },
      { "id": "grain", "type": "enum", "role": "style", "label": "Grain", "description": "Speck register for the granular body.", "default": "fine", "options": [{ "value": "fine", "label": "Fine" }, { "value": "coarse", "label": "Coarse" }] },
      { "id": "accent", "type": "enum", "role": "style", "label": "Accent", "description": "Body tint: green rides --brand, blue rides --accent, violet rides --accent-2.", "default": "green", "options": [{ "value": "green", "label": "Green" }, { "value": "blue", "label": "Blue" }, { "value": "violet", "label": "Violet" }] },
      { "id": "exit", "type": "enum", "role": "timing", "label": "Exit", "description": "Optional departure. Default none: the settled blob holds until the frame cuts.", "default": "none", "options": [{ "value": "none", "label": "None" }, { "value": "fade", "label": "Fade" }, { "value": "up", "label": "Up" }] }
    ]'
  >
    <head>
      <meta charset="UTF-8" />
      <title>Soft Blob Touch</title>
    </head>
    <body>
      <template>
        <div id="root" data-composition-id="soft-blob-touch" data-duration="4" data-fps="30">
          <style>
            *,
            *::before,
            *::after {
              box-sizing: border-box;
            }

            #root {
              position: absolute;
              inset: 0;
              overflow: hidden;
              container-type: size;
              isolation: isolate;
              color: var(--fg, #f8fafc);
              font-family: var(--font-body, "Inter", system-ui, sans-serif);
              pointer-events: none;
            }

            .sbt-clip {
              position: absolute;
              inset: 0;
              overflow: hidden;
            }

            .sbt-stage {
              position: absolute;
              inset: 0;
              will-change: transform, opacity;
            }

            .sbt-canvas {
              position: absolute;
              inset: 0;
              width: 100%;
              height: 100%;
            }

            /* The touch dot: a soft disc with a gradient falloff, no hard rim.
               Motion rides transforms only (px), never left or top. */
            .sbt-touch {
              position: absolute;
              left: 0;
              top: 0;
              width: 4.6cqmin;
              height: 4.6cqmin;
              margin-left: -2.3cqmin;
              margin-top: -2.3cqmin;
              border-radius: 50%;
              background: radial-gradient(
                circle at 42% 38%,
                color-mix(in srgb, var(--fg, #f8fafc) 96%, transparent) 0%,
                color-mix(in srgb, var(--fg, #f8fafc) 78%, transparent) 34%,
                color-mix(in srgb, var(--fg, #f8fafc) 26%, transparent) 62%,
                transparent 78%
              );
              will-change: transform, opacity;
            }
          </style>

          <div
            id="soft-blob-touch-clip"
            class="sbt-clip clip"
            data-start="0"
            data-duration="4"
            data-track-index="0"
          >
            <div class="sbt-stage">
              <canvas class="sbt-canvas" aria-hidden="true"></canvas>
              <div class="sbt-touch" aria-hidden="true"></div>
            </div>
          </div>

          <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
          <script>
            (function () {
              "use strict";

              var root = document.getElementById("root");
              var stage = root.querySelector(".sbt-stage");
              var canvas = root.querySelector(".sbt-canvas");
              var touchDot = root.querySelector(".sbt-touch");
              var vars =
                window.__hyperframes && window.__hyperframes.getVariables
                  ? window.__hyperframes.getVariables()
                  : {};

              function num(value, fallback, min, max) {
                var n = Number(value);
                if (!isFinite(n)) n = fallback;
                return Math.max(min, Math.min(max, n));
              }

              var grain = vars.grain === "coarse" ? "coarse" : "fine";
              var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
              // Each enum choice routes to a DIFFERENT contract token so the
              // variable stays meaningful under a theme.
              var accentColors = {
                green: "var(--brand, #71f5a7)",
                blue: "var(--accent, #61a8ff)",
                violet: "var(--accent-2, #c5a3ff)",
              };
              var accent = Object.prototype.hasOwnProperty.call(accentColors, vars.accent)
                ? vars.accent
                : "green";
              // The bundler mirrors composition variables as scoped CSS custom
              // props, so this unit's own accent variable shadows the contract
              // --accent token inside the subtree ("blue" is a valid CSS color
              // and would render pure blue). When the shadow is present, fall
              // back to the literal contract value instead of var(--accent).
              var computedAccent = getComputedStyle(root).getPropertyValue("--accent").trim();
              if (
                computedAccent === "green" ||
                computedAccent === "blue" ||
                computedAccent === "violet"
              ) {
                accentColors.blue = "#61a8ff";
              }

              // Envelope. The deform tail is ATTACK + RECOVER after contact;
              // clamp touch_at so the spring settles inside the clip.
              var ATTACK_NAT = 0.55; // natural length of the uncut lean-in
              var CUT_FRAC = 0.75; // the dot lifts at 75 percent of it
              var ATTACK = ATTACK_NAT * CUT_FRAC;
              var RECOVER = 1.15;
              var duration = Math.max(0.001, parseFloat(root.dataset.duration || "4"));
              var OUT = exit === "none" ? 0 : 0.45;
              var maxTouch = Math.max(0.9, duration - (ATTACK + RECOVER) - OUT - 0.05);
              var touchAt = num(vars.touch_at, 1.6, 0.9, maxTouch);
              var cutAt = touchAt + ATTACK;
              var IN_END = cutAt + RECOVER;
              var OUT_START = IN_END + Math.max(0, duration - IN_END - OUT);

              // Canvas raster basis is fixed once at mount (elastic root: the
              // host box decides the resolution; same host, same raster).
              var dpr = Math.min(2, Math.max(1, Number(window.devicePixelRatio) || 1));
              var box = root.getBoundingClientRect();
              var cssW = Math.max(1, Math.round(box.width) || 640);
              var cssH = Math.max(1, Math.round(box.height) || 360);
              canvas.width = Math.round(cssW * dpr);
              canvas.height = Math.round(cssH * dpr);
              var ctx = canvas.getContext("2d");
              var W = canvas.width;
              var H = canvas.height;
              var minDim = Math.min(W, H);

              var touchX = (num(vars.touch_x, 66, 8, 92) / 100) * W;
              var touchY = (num(vars.touch_y, 38, 8, 92) / 100) * H;
              var centerX = W * 0.5;
              var centerY = H * 0.5;
              var R = minDim * 0.26;

              // Direction of attraction, guarded for a touch at dead center.
              var dxT = touchX - centerX;
              var dyT = touchY - centerY;
              var distT = Math.hypot(dxT, dyT);
              var dirX = distT > 1 ? dxT / distT : 0.7071;
              var dirY = distT > 1 ? dyT / distT : -0.7071;

              // Resolve accent and fg to concrete rgb once at mount so canvas
              // fills never depend on style recalc during seeks. Mixing happens
              // numerically here (computed color-mix strings are not parseable
              // across engines).
              function probeColor(cssColor, fallback) {
                var probe = root.ownerDocument.createElement("span");
                probe.style.color = cssColor;
                root.appendChild(probe);
                var out = getComputedStyle(probe).color || fallback;
                probe.remove();
                var m = out.match(/rgba?\(\s*([\d.]+)[,\s]+([\d.]+)[,\s]+([\d.]+)/);
                if (!m) {
                  m = fallback.match(/rgba?\(\s*([\d.]+)[,\s]+([\d.]+)[,\s]+([\d.]+)/);
                }
                return m ? [Number(m[1]), Number(m[2]), Number(m[3])] : [113, 245, 167];
              }
              var accentRgb = probeColor(accentColors[accent], "rgb(113, 245, 167)");
              var fgRgb = probeColor("var(--fg, #f8fafc)", "rgb(248, 250, 252)");
              function mix(a, b, t) {
                return [
                  Math.round(a[0] + (b[0] - a[0]) * t),
                  Math.round(a[1] + (b[1] - a[1]) * t),
                  Math.round(a[2] + (b[2] - a[2]) * t),
                ];
              }
              function rgba(c, a) {
                return "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + a + ")";
              }
              var bodyRgb = mix(accentRgb, fgRgb, 0.18);
              var softRgb = mix(accentRgb, fgRgb, 0.55);

              // The grain table: computed exactly once, then only read.
              var counts = { fine: 1500, coarse: 760 };
              var sizes = { fine: 0.0055, coarse: 0.0102 };
              var COUNT = counts[grain];
              var SPECK = sizes[grain] * minDim;
              var grains = (function () {
                var state = 0x50f7b10b;
                function next() {
                  state = (Math.imul(1664525, state) + 1013904223) >>> 0;
                  return state / 4294967296;
                }
                var rows = [];
                for (var i = 0; i < COUNT; i += 1) {
                  // Radial distribution with a fuzzy tail past R: density thins
                  // toward the boundary and alpha fades it out, so the edge is
                  // granular vapor, never a line.
                  var rr = Math.pow(next(), 0.55) * R * 1.16;
                  var th = next() * Math.PI * 2;
                  var edge = Math.max(0, Math.min(1, (1.16 - rr / R) / 0.42));
                  rows.push({
                    x: Math.cos(th) * rr,
                    y: Math.sin(th) * rr * 0.94,
                    size: SPECK * (0.5 + 0.9 * next()),
                    dim: (0.3 + 0.7 * next()) * edge,
                    tone: next(),
                    driftAmp: (0.008 + 0.014 * next()) * minDim,
                    driftCycles: next() < 0.5 ? 1 : 2,
                    phaseX: next() * Math.PI * 2,
                    phaseY: next() * Math.PI * 2,
                  });
                }
                return rows;
              })();

              function clamp01(v) {
                return v < 0 ? 0 : v > 1 ? 1 : v;
              }

              // Deformation params. Attack lifts both toward CUT value; the
              // recovery springs them home. The painter owns all amplitudes.
              var P = { bulge: 0, lean: 0 };
              var bCut = 1 - Math.pow(1 - CUT_FRAC, 2); // power2.out at the cut
              var vCut = (2 * (1 - CUT_FRAC)) / ATTACK_NAT; // slope there, per s
              var attackEase = function (p) {
                return (1 - Math.pow(1 - p * CUT_FRAC, 2)) / bCut;
              };
              // Closed-form underdamped spring x(s), x(0) = 1, x'(0) = vCut/bCut
              // (velocity preserved across the cut), corrected by a linear ramp
              // so x(RECOVER) is exactly zero. Higher frequency for the local
              // bulge, lower for the whole-mass lean: the surface snaps back
              // faster than the body.
              function springEase(lambda, omega) {
                var v0 = vCut / bCut;
                var c2 = (v0 + lambda) / omega;
                function x(s) {
                  return Math.exp(-lambda * s) * (Math.cos(omega * s) + c2 * Math.sin(omega * s));
                }
                var xEnd = x(RECOVER);
                return function (p) {
                  var s = p * RECOVER;
                  return 1 - (x(s) - (s / RECOVER) * xEnd);
                };
              }
              var bulgeSpring = springEase(4.2, Math.PI * 2 * 2.2);
              var leanSpring = springEase(3.6, Math.PI * 2 * 1.5);

              // Pure repaint: clear, then rebuild the whole frame from
              // (grain table, P, t). Drift phase u completes integer sine
              // cycles over [0, IN_END] and is exactly zero from IN_END on,
              // so the HOLD frame is dead still.
              var sigma = R * 0.85;
              var bulgeAmp = R * 0.62;
              var leanAmp = minDim * 0.045;
              function paint(t) {
                ctx.clearRect(0, 0, W, H);
                var u = clamp01(t / IN_END);
                var lx = leanAmp * P.lean * dirX;
                var ly = leanAmp * P.lean * dirY;
                var cx = centerX + lx;
                var cy = centerY + ly;

                // Layered radial gradients: wide aura, mid glow, dense core,
                // and a bulge lobe that swells toward the touch point.
                var aura = ctx.createRadialGradient(cx, cy, 0, cx, cy, R * 1.9);
                aura.addColorStop(0, rgba(accentRgb, 0.16));
                aura.addColorStop(0.55, rgba(accentRgb, 0.06));
                aura.addColorStop(1, rgba(accentRgb, 0));
                ctx.fillStyle = aura;
                ctx.fillRect(0, 0, W, H);

                var mid = ctx.createRadialGradient(cx, cy, 0, cx, cy, R * 1.12);
                mid.addColorStop(0, rgba(bodyRgb, 0.34));
                mid.addColorStop(0.62, rgba(bodyRgb, 0.16));
                mid.addColorStop(1, rgba(bodyRgb, 0));
                ctx.fillStyle = mid;
                ctx.fillRect(0, 0, W, H);

                var core = ctx.createRadialGradient(
                  cx - R * 0.12,
                  cy - R * 0.14,
                  0,
                  cx,
                  cy,
                  R * 0.62,
                );
                core.addColorStop(0, rgba(softRgb, 0.4));
                core.addColorStop(1, rgba(softRgb, 0));
                ctx.fillStyle = core;
                ctx.fillRect(0, 0, W, H);

                if (P.bulge > 0.001) {
                  var lobeX = cx + dirX * R * 0.72;
                  var lobeY = cy + dirY * R * 0.72;
                  var lobeR = R * (0.22 + 0.5 * P.bulge);
                  var lobe = ctx.createRadialGradient(lobeX, lobeY, 0, lobeX, lobeY, lobeR);
                  lobe.addColorStop(0, rgba(softRgb, 0.34 * P.bulge));
                  lobe.addColorStop(1, rgba(softRgb, 0));
                  ctx.fillStyle = lobe;
                  ctx.fillRect(0, 0, W, H);
                }

                // Grain field. Each speck drifts on its own integer-cycle sine
                // (zero at u = 0 and u = 1) and is attracted toward the touch
                // point with an exponential falloff: the material near the dot
                // reaches for it, the far side barely stirs.
                var TAU = Math.PI * 2;
                for (var i = 0; i < grains.length; i += 1) {
                  var g = grains[i];
                  var driftX =
                    g.driftAmp * (Math.sin(TAU * g.driftCycles * u + g.phaseX) - Math.sin(g.phaseX));
                  var driftY =
                    g.driftAmp * (Math.sin(TAU * g.driftCycles * u + g.phaseY) - Math.sin(g.phaseY));
                  var gx = cx + g.x + driftX;
                  var gy = cy + g.y + driftY;
                  if (P.bulge > 0.001) {
                    var tx = touchX - gx;
                    var ty = touchY - gy;
                    var td = Math.hypot(tx, ty);
                    if (td > 0.5) {
                      var w = Math.exp(-td / sigma);
                      var pull = (bulgeAmp * P.bulge * w) / td;
                      gx += tx * pull;
                      gy += ty * pull;
                    }
                  }
                  var c = g.tone < 0.62 ? softRgb : fgRgb;
                  ctx.globalAlpha = g.dim * 0.85;
                  ctx.fillStyle = rgba(c, 1);
                  ctx.beginPath();
                  ctx.arc(gx, gy, g.size, 0, TAU);
                  ctx.fill();
                }
                ctx.globalAlpha = 1;
              }

              // Touch dot choreography, transforms only, px space of the host
              // box (canvas coordinates divided by dpr).
              var stageW = cssW;
              var stageH = cssH;
              var dotX = touchX / dpr;
              var dotY = touchY / dpr;
              // Enter and leave along the attraction axis, from off stage.
              var away = Math.hypot(stageW, stageH) * 0.7;
              var offX = dotX + dirX * away;
              var offY = dotY + dirY * away;

              gsap.set(stage, { opacity: 1, y: "0cqh" });
              gsap.set(touchDot, { x: offX, y: offY, opacity: 0 });

              var tl = gsap.timeline({
                paused: true,
                onUpdate: function () {
                  paint(tl.time());
                },
              });

              // Anchor tween: spans the full authored duration so seeks into
              // the hold keep tl.time() honest and onUpdate (the canvas
              // repaint) fires for every eventful seek anywhere in [0, D].
              tl.to({ p: 0 }, { p: 1, duration: duration, ease: "none" }, 0);

              // The dot decel-arrives (power3.out: it arrives, it never
              // passes through), dwells for the press, then accelerates away.
              var arriveStart = Math.max(0, touchAt - 0.85);
              tl.fromTo(
                touchDot,
                { x: offX, y: offY, opacity: 0 },
                {
                  x: dotX,
                  y: dotY,
                  opacity: 1,
                  duration: touchAt - arriveStart,
                  ease: "power3.out",
                },
                arriveStart,
              );
              tl.fromTo(
                touchDot,
                { x: dotX, y: dotY, opacity: 1 },
                {
                  x: offX,
                  y: offY,
                  opacity: 0,
                  duration: 0.55,
                  ease: "power2.in",
                  immediateRender: false,
                },
                cutAt,
              );

              // Attack: the truncated lean-in, cut mid-flight at the dot lift.
              tl.fromTo(
                P,
                { bulge: 0, lean: 0 },
                { bulge: bCut, lean: bCut, duration: ATTACK, ease: attackEase },
                touchAt,
              );
              // Recovery: velocity-matched closed-form springs back to rest.
              tl.fromTo(
                P,
                { bulge: bCut },
                {
                  bulge: 0,
                  duration: RECOVER,
                  ease: bulgeSpring,
                  immediateRender: false,
                },
                cutAt,
              );
              tl.fromTo(
                P,
                { lean: bCut },
                {
                  lean: 0,
                  duration: RECOVER,
                  ease: leanSpring,
                  immediateRender: false,
                },
                cutAt,
              );

              // HOLD: truly still. Drift is zero past IN_END by construction
              // and both params are home, so every hold frame is identical.

              // OUT: optional departure; exit none holds until the frame cuts.
              if (exit === "up") {
                tl.to(stage, { y: "-4cqh", duration: OUT, ease: "power2.in" }, OUT_START);
                tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
              } else if (exit === "fade") {
                tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
              }

              tl.seek(0);
              paint(0);
              window.__timelines = window.__timelines || {};
              window.__timelines["soft-blob-touch"] = tl;
            })();
          </script>
        </div>
      </template>
    </body>
  </html>
  ```
</VariablesExplorer>

## Install

<InstallCommand command="npx hyperframes add soft-blob-touch" item="soft-blob-touch" />

That writes one file: `compositions/components/soft-blob-touch.html`.

## Paste it into your composition

Open `compositions/components/soft-blob-touch.html` and copy what is inside into your own composition.

A component has no size or duration of its own. It takes both from the composition
you paste it into.

## Variables

Every one of these has a default, so the piece works untouched. Set the ones you
want to change on the element:

| Variable   | Default | Accepts                   | What it does                                                                   |
| ---------- | ------- | ------------------------- | ------------------------------------------------------------------------------ |
| `touch_x`  | `66`    | 8% to 92%, step 1%        | Touch point, percent of host width.                                            |
| `touch_y`  | `38`    | 8% to 92%, step 1%        | Touch point, percent of host height.                                           |
| `touch_at` | `1.6`   | 0.9s to 10s, step 0.1s    | Seconds from mount start when the dot makes contact.                           |
| `grain`    | `fine`  | `fine`, `coarse`          | Speck register for the granular body.                                          |
| `accent`   | `green` | `green`, `blue`, `violet` | Body tint: green rides --brand, blue rides --accent, violet rides --accent-2.  |
| `exit`     | `none`  | `none`, `fade`, `up`      | Optional departure. Default none: the settled blob holds until the frame cuts. |

Set them with `data-variable-values` on the element that mounts it. These are the
defaults, so this behaves exactly like the preview above until you change one:

```html wrap theme={null}
<div
  data-composition-id="soft-blob-touch"
  data-composition-src="compositions/components/soft-blob-touch.html"
  data-variable-values='{"touch_x":66,"touch_y":38,"touch_at":1.6,"grain":"fine","accent":"green","exit":"none"}'
></div>
```

## Source

<Accordion title={`soft-blob-touch.html`}>
  ```html theme={null}
  <!doctype html>
  <!--
    soft-blob-touch: HyperFrames video primitive (product demo / material)

    A granular soft blob idles with slow internal drift; a scripted touch dot
    decel-arrives at a caller-positioned point; the blob deforms toward it
    (an attraction bulge with mass), then recovers with an interruptible
    spring once the dot retreats. The AI-orb material beat. Softness is the
    whole point: the body is layered radial gradients plus a seeded grain
    field, and nothing in the frame has a hard edge.

    Reference: alexwidua 1702356241186476225 sheet-02 (granular blob leaning
    toward a finger; fuzzy boundary, mass, recovery wobble).

    Variables (declared in data-composition-variables below):
      - touch_x, touch_y (numbers, percent of host box): where the dot lands.
      - touch_at (seconds): when the dot makes contact. Clamped so the whole
        deform and recover tail stays inside the clip.
      - grain ("fine" | "coarse"): speck count and size for the body.
      - accent ("green" | "blue" | "violet"): green rides --brand, blue rides
        --accent, violet rides --accent-2.
      - exit ("none" | "fade" | "up"): default none, the settled blob holds.

    Envelope, fixed IN and OUT with elastic HOLD only (never timeScale):
      IN ends when the recovery spring settles (touch_at + 1.57s); HOLD is
      dead still (drift completes integer sine cycles and ends at exactly
      zero by then); OUT = 0.45s only when exit is not none.

    Deformation model (law L1, interruptible spring):
      Two plain-object params (bulge, lean) feed ONE onUpdate painter. The
      attack tween is the first 75 percent of a power2.out lean-in, cut
      mid-flight when the dot lifts (analytic cut: the junction value AND
      velocity are computed in closed form). The recovery tween's ease is a
      closed-form underdamped spring whose initial velocity equals the cut
      velocity, so the redirect preserves momentum exactly. Both tweens have
      explicit endpoints; any seek order lands identical values.

    Determinism (canvas 2D law, per particle-image-reveal):
      One grain table is computed exactly once at build from fixed LCG seed
      0x50f7b10b. Every painted frame is a pure function of (table, params,
      timeline time). onUpdate clears and redraws from scratch; no
      Math.random, no wall clock, no incremental state. Eventful seeks
      (suppressEvents false) repaint identically in any order.
  -->
  <html
    lang="en"
    data-composition-id="soft-blob-touch"
    data-composition-duration="4"
    data-composition-variables='[
      { "id": "touch_x", "type": "number", "role": "layout", "label": "Touch X", "description": "Touch point, percent of host width.", "default": 66, "min": 8, "max": 92, "step": 1, "unit": "%" },
      { "id": "touch_y", "type": "number", "role": "layout", "label": "Touch Y", "description": "Touch point, percent of host height.", "default": 38, "min": 8, "max": 92, "step": 1, "unit": "%" },
      { "id": "touch_at", "type": "number", "role": "timing", "label": "Touch at", "description": "Seconds from mount start when the dot makes contact.", "default": 1.6, "min": 0.9, "max": 10, "step": 0.1, "unit": "s" },
      { "id": "grain", "type": "enum", "role": "style", "label": "Grain", "description": "Speck register for the granular body.", "default": "fine", "options": [{ "value": "fine", "label": "Fine" }, { "value": "coarse", "label": "Coarse" }] },
      { "id": "accent", "type": "enum", "role": "style", "label": "Accent", "description": "Body tint: green rides --brand, blue rides --accent, violet rides --accent-2.", "default": "green", "options": [{ "value": "green", "label": "Green" }, { "value": "blue", "label": "Blue" }, { "value": "violet", "label": "Violet" }] },
      { "id": "exit", "type": "enum", "role": "timing", "label": "Exit", "description": "Optional departure. Default none: the settled blob holds until the frame cuts.", "default": "none", "options": [{ "value": "none", "label": "None" }, { "value": "fade", "label": "Fade" }, { "value": "up", "label": "Up" }] }
    ]'
  >
    <head>
      <meta charset="UTF-8" />
      <title>Soft Blob Touch</title>
    </head>
    <body>
      <template>
        <div id="root" data-composition-id="soft-blob-touch" data-duration="4" data-fps="30">
          <style>
            *,
            *::before,
            *::after {
              box-sizing: border-box;
            }

            #root {
              position: absolute;
              inset: 0;
              overflow: hidden;
              container-type: size;
              isolation: isolate;
              color: var(--fg, #f8fafc);
              font-family: var(--font-body, "Inter", system-ui, sans-serif);
              pointer-events: none;
            }

            .sbt-clip {
              position: absolute;
              inset: 0;
              overflow: hidden;
            }

            .sbt-stage {
              position: absolute;
              inset: 0;
              will-change: transform, opacity;
            }

            .sbt-canvas {
              position: absolute;
              inset: 0;
              width: 100%;
              height: 100%;
            }

            /* The touch dot: a soft disc with a gradient falloff, no hard rim.
               Motion rides transforms only (px), never left or top. */
            .sbt-touch {
              position: absolute;
              left: 0;
              top: 0;
              width: 4.6cqmin;
              height: 4.6cqmin;
              margin-left: -2.3cqmin;
              margin-top: -2.3cqmin;
              border-radius: 50%;
              background: radial-gradient(
                circle at 42% 38%,
                color-mix(in srgb, var(--fg, #f8fafc) 96%, transparent) 0%,
                color-mix(in srgb, var(--fg, #f8fafc) 78%, transparent) 34%,
                color-mix(in srgb, var(--fg, #f8fafc) 26%, transparent) 62%,
                transparent 78%
              );
              will-change: transform, opacity;
            }
          </style>

          <div
            id="soft-blob-touch-clip"
            class="sbt-clip clip"
            data-start="0"
            data-duration="4"
            data-track-index="0"
          >
            <div class="sbt-stage">
              <canvas class="sbt-canvas" aria-hidden="true"></canvas>
              <div class="sbt-touch" aria-hidden="true"></div>
            </div>
          </div>

          <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
          <script>
            (function () {
              "use strict";

              var root = document.getElementById("root");
              var stage = root.querySelector(".sbt-stage");
              var canvas = root.querySelector(".sbt-canvas");
              var touchDot = root.querySelector(".sbt-touch");
              var vars =
                window.__hyperframes && window.__hyperframes.getVariables
                  ? window.__hyperframes.getVariables()
                  : {};

              function num(value, fallback, min, max) {
                var n = Number(value);
                if (!isFinite(n)) n = fallback;
                return Math.max(min, Math.min(max, n));
              }

              var grain = vars.grain === "coarse" ? "coarse" : "fine";
              var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
              // Each enum choice routes to a DIFFERENT contract token so the
              // variable stays meaningful under a theme.
              var accentColors = {
                green: "var(--brand, #71f5a7)",
                blue: "var(--accent, #61a8ff)",
                violet: "var(--accent-2, #c5a3ff)",
              };
              var accent = Object.prototype.hasOwnProperty.call(accentColors, vars.accent)
                ? vars.accent
                : "green";
              // The bundler mirrors composition variables as scoped CSS custom
              // props, so this unit's own accent variable shadows the contract
              // --accent token inside the subtree ("blue" is a valid CSS color
              // and would render pure blue). When the shadow is present, fall
              // back to the literal contract value instead of var(--accent).
              var computedAccent = getComputedStyle(root).getPropertyValue("--accent").trim();
              if (
                computedAccent === "green" ||
                computedAccent === "blue" ||
                computedAccent === "violet"
              ) {
                accentColors.blue = "#61a8ff";
              }

              // Envelope. The deform tail is ATTACK + RECOVER after contact;
              // clamp touch_at so the spring settles inside the clip.
              var ATTACK_NAT = 0.55; // natural length of the uncut lean-in
              var CUT_FRAC = 0.75; // the dot lifts at 75 percent of it
              var ATTACK = ATTACK_NAT * CUT_FRAC;
              var RECOVER = 1.15;
              var duration = Math.max(0.001, parseFloat(root.dataset.duration || "4"));
              var OUT = exit === "none" ? 0 : 0.45;
              var maxTouch = Math.max(0.9, duration - (ATTACK + RECOVER) - OUT - 0.05);
              var touchAt = num(vars.touch_at, 1.6, 0.9, maxTouch);
              var cutAt = touchAt + ATTACK;
              var IN_END = cutAt + RECOVER;
              var OUT_START = IN_END + Math.max(0, duration - IN_END - OUT);

              // Canvas raster basis is fixed once at mount (elastic root: the
              // host box decides the resolution; same host, same raster).
              var dpr = Math.min(2, Math.max(1, Number(window.devicePixelRatio) || 1));
              var box = root.getBoundingClientRect();
              var cssW = Math.max(1, Math.round(box.width) || 640);
              var cssH = Math.max(1, Math.round(box.height) || 360);
              canvas.width = Math.round(cssW * dpr);
              canvas.height = Math.round(cssH * dpr);
              var ctx = canvas.getContext("2d");
              var W = canvas.width;
              var H = canvas.height;
              var minDim = Math.min(W, H);

              var touchX = (num(vars.touch_x, 66, 8, 92) / 100) * W;
              var touchY = (num(vars.touch_y, 38, 8, 92) / 100) * H;
              var centerX = W * 0.5;
              var centerY = H * 0.5;
              var R = minDim * 0.26;

              // Direction of attraction, guarded for a touch at dead center.
              var dxT = touchX - centerX;
              var dyT = touchY - centerY;
              var distT = Math.hypot(dxT, dyT);
              var dirX = distT > 1 ? dxT / distT : 0.7071;
              var dirY = distT > 1 ? dyT / distT : -0.7071;

              // Resolve accent and fg to concrete rgb once at mount so canvas
              // fills never depend on style recalc during seeks. Mixing happens
              // numerically here (computed color-mix strings are not parseable
              // across engines).
              function probeColor(cssColor, fallback) {
                var probe = root.ownerDocument.createElement("span");
                probe.style.color = cssColor;
                root.appendChild(probe);
                var out = getComputedStyle(probe).color || fallback;
                probe.remove();
                var m = out.match(/rgba?\(\s*([\d.]+)[,\s]+([\d.]+)[,\s]+([\d.]+)/);
                if (!m) {
                  m = fallback.match(/rgba?\(\s*([\d.]+)[,\s]+([\d.]+)[,\s]+([\d.]+)/);
                }
                return m ? [Number(m[1]), Number(m[2]), Number(m[3])] : [113, 245, 167];
              }
              var accentRgb = probeColor(accentColors[accent], "rgb(113, 245, 167)");
              var fgRgb = probeColor("var(--fg, #f8fafc)", "rgb(248, 250, 252)");
              function mix(a, b, t) {
                return [
                  Math.round(a[0] + (b[0] - a[0]) * t),
                  Math.round(a[1] + (b[1] - a[1]) * t),
                  Math.round(a[2] + (b[2] - a[2]) * t),
                ];
              }
              function rgba(c, a) {
                return "rgba(" + c[0] + "," + c[1] + "," + c[2] + "," + a + ")";
              }
              var bodyRgb = mix(accentRgb, fgRgb, 0.18);
              var softRgb = mix(accentRgb, fgRgb, 0.55);

              // The grain table: computed exactly once, then only read.
              var counts = { fine: 1500, coarse: 760 };
              var sizes = { fine: 0.0055, coarse: 0.0102 };
              var COUNT = counts[grain];
              var SPECK = sizes[grain] * minDim;
              var grains = (function () {
                var state = 0x50f7b10b;
                function next() {
                  state = (Math.imul(1664525, state) + 1013904223) >>> 0;
                  return state / 4294967296;
                }
                var rows = [];
                for (var i = 0; i < COUNT; i += 1) {
                  // Radial distribution with a fuzzy tail past R: density thins
                  // toward the boundary and alpha fades it out, so the edge is
                  // granular vapor, never a line.
                  var rr = Math.pow(next(), 0.55) * R * 1.16;
                  var th = next() * Math.PI * 2;
                  var edge = Math.max(0, Math.min(1, (1.16 - rr / R) / 0.42));
                  rows.push({
                    x: Math.cos(th) * rr,
                    y: Math.sin(th) * rr * 0.94,
                    size: SPECK * (0.5 + 0.9 * next()),
                    dim: (0.3 + 0.7 * next()) * edge,
                    tone: next(),
                    driftAmp: (0.008 + 0.014 * next()) * minDim,
                    driftCycles: next() < 0.5 ? 1 : 2,
                    phaseX: next() * Math.PI * 2,
                    phaseY: next() * Math.PI * 2,
                  });
                }
                return rows;
              })();

              function clamp01(v) {
                return v < 0 ? 0 : v > 1 ? 1 : v;
              }

              // Deformation params. Attack lifts both toward CUT value; the
              // recovery springs them home. The painter owns all amplitudes.
              var P = { bulge: 0, lean: 0 };
              var bCut = 1 - Math.pow(1 - CUT_FRAC, 2); // power2.out at the cut
              var vCut = (2 * (1 - CUT_FRAC)) / ATTACK_NAT; // slope there, per s
              var attackEase = function (p) {
                return (1 - Math.pow(1 - p * CUT_FRAC, 2)) / bCut;
              };
              // Closed-form underdamped spring x(s), x(0) = 1, x'(0) = vCut/bCut
              // (velocity preserved across the cut), corrected by a linear ramp
              // so x(RECOVER) is exactly zero. Higher frequency for the local
              // bulge, lower for the whole-mass lean: the surface snaps back
              // faster than the body.
              function springEase(lambda, omega) {
                var v0 = vCut / bCut;
                var c2 = (v0 + lambda) / omega;
                function x(s) {
                  return Math.exp(-lambda * s) * (Math.cos(omega * s) + c2 * Math.sin(omega * s));
                }
                var xEnd = x(RECOVER);
                return function (p) {
                  var s = p * RECOVER;
                  return 1 - (x(s) - (s / RECOVER) * xEnd);
                };
              }
              var bulgeSpring = springEase(4.2, Math.PI * 2 * 2.2);
              var leanSpring = springEase(3.6, Math.PI * 2 * 1.5);

              // Pure repaint: clear, then rebuild the whole frame from
              // (grain table, P, t). Drift phase u completes integer sine
              // cycles over [0, IN_END] and is exactly zero from IN_END on,
              // so the HOLD frame is dead still.
              var sigma = R * 0.85;
              var bulgeAmp = R * 0.62;
              var leanAmp = minDim * 0.045;
              function paint(t) {
                ctx.clearRect(0, 0, W, H);
                var u = clamp01(t / IN_END);
                var lx = leanAmp * P.lean * dirX;
                var ly = leanAmp * P.lean * dirY;
                var cx = centerX + lx;
                var cy = centerY + ly;

                // Layered radial gradients: wide aura, mid glow, dense core,
                // and a bulge lobe that swells toward the touch point.
                var aura = ctx.createRadialGradient(cx, cy, 0, cx, cy, R * 1.9);
                aura.addColorStop(0, rgba(accentRgb, 0.16));
                aura.addColorStop(0.55, rgba(accentRgb, 0.06));
                aura.addColorStop(1, rgba(accentRgb, 0));
                ctx.fillStyle = aura;
                ctx.fillRect(0, 0, W, H);

                var mid = ctx.createRadialGradient(cx, cy, 0, cx, cy, R * 1.12);
                mid.addColorStop(0, rgba(bodyRgb, 0.34));
                mid.addColorStop(0.62, rgba(bodyRgb, 0.16));
                mid.addColorStop(1, rgba(bodyRgb, 0));
                ctx.fillStyle = mid;
                ctx.fillRect(0, 0, W, H);

                var core = ctx.createRadialGradient(
                  cx - R * 0.12,
                  cy - R * 0.14,
                  0,
                  cx,
                  cy,
                  R * 0.62,
                );
                core.addColorStop(0, rgba(softRgb, 0.4));
                core.addColorStop(1, rgba(softRgb, 0));
                ctx.fillStyle = core;
                ctx.fillRect(0, 0, W, H);

                if (P.bulge > 0.001) {
                  var lobeX = cx + dirX * R * 0.72;
                  var lobeY = cy + dirY * R * 0.72;
                  var lobeR = R * (0.22 + 0.5 * P.bulge);
                  var lobe = ctx.createRadialGradient(lobeX, lobeY, 0, lobeX, lobeY, lobeR);
                  lobe.addColorStop(0, rgba(softRgb, 0.34 * P.bulge));
                  lobe.addColorStop(1, rgba(softRgb, 0));
                  ctx.fillStyle = lobe;
                  ctx.fillRect(0, 0, W, H);
                }

                // Grain field. Each speck drifts on its own integer-cycle sine
                // (zero at u = 0 and u = 1) and is attracted toward the touch
                // point with an exponential falloff: the material near the dot
                // reaches for it, the far side barely stirs.
                var TAU = Math.PI * 2;
                for (var i = 0; i < grains.length; i += 1) {
                  var g = grains[i];
                  var driftX =
                    g.driftAmp * (Math.sin(TAU * g.driftCycles * u + g.phaseX) - Math.sin(g.phaseX));
                  var driftY =
                    g.driftAmp * (Math.sin(TAU * g.driftCycles * u + g.phaseY) - Math.sin(g.phaseY));
                  var gx = cx + g.x + driftX;
                  var gy = cy + g.y + driftY;
                  if (P.bulge > 0.001) {
                    var tx = touchX - gx;
                    var ty = touchY - gy;
                    var td = Math.hypot(tx, ty);
                    if (td > 0.5) {
                      var w = Math.exp(-td / sigma);
                      var pull = (bulgeAmp * P.bulge * w) / td;
                      gx += tx * pull;
                      gy += ty * pull;
                    }
                  }
                  var c = g.tone < 0.62 ? softRgb : fgRgb;
                  ctx.globalAlpha = g.dim * 0.85;
                  ctx.fillStyle = rgba(c, 1);
                  ctx.beginPath();
                  ctx.arc(gx, gy, g.size, 0, TAU);
                  ctx.fill();
                }
                ctx.globalAlpha = 1;
              }

              // Touch dot choreography, transforms only, px space of the host
              // box (canvas coordinates divided by dpr).
              var stageW = cssW;
              var stageH = cssH;
              var dotX = touchX / dpr;
              var dotY = touchY / dpr;
              // Enter and leave along the attraction axis, from off stage.
              var away = Math.hypot(stageW, stageH) * 0.7;
              var offX = dotX + dirX * away;
              var offY = dotY + dirY * away;

              gsap.set(stage, { opacity: 1, y: "0cqh" });
              gsap.set(touchDot, { x: offX, y: offY, opacity: 0 });

              var tl = gsap.timeline({
                paused: true,
                onUpdate: function () {
                  paint(tl.time());
                },
              });

              // Anchor tween: spans the full authored duration so seeks into
              // the hold keep tl.time() honest and onUpdate (the canvas
              // repaint) fires for every eventful seek anywhere in [0, D].
              tl.to({ p: 0 }, { p: 1, duration: duration, ease: "none" }, 0);

              // The dot decel-arrives (power3.out: it arrives, it never
              // passes through), dwells for the press, then accelerates away.
              var arriveStart = Math.max(0, touchAt - 0.85);
              tl.fromTo(
                touchDot,
                { x: offX, y: offY, opacity: 0 },
                {
                  x: dotX,
                  y: dotY,
                  opacity: 1,
                  duration: touchAt - arriveStart,
                  ease: "power3.out",
                },
                arriveStart,
              );
              tl.fromTo(
                touchDot,
                { x: dotX, y: dotY, opacity: 1 },
                {
                  x: offX,
                  y: offY,
                  opacity: 0,
                  duration: 0.55,
                  ease: "power2.in",
                  immediateRender: false,
                },
                cutAt,
              );

              // Attack: the truncated lean-in, cut mid-flight at the dot lift.
              tl.fromTo(
                P,
                { bulge: 0, lean: 0 },
                { bulge: bCut, lean: bCut, duration: ATTACK, ease: attackEase },
                touchAt,
              );
              // Recovery: velocity-matched closed-form springs back to rest.
              tl.fromTo(
                P,
                { bulge: bCut },
                {
                  bulge: 0,
                  duration: RECOVER,
                  ease: bulgeSpring,
                  immediateRender: false,
                },
                cutAt,
              );
              tl.fromTo(
                P,
                { lean: bCut },
                {
                  lean: 0,
                  duration: RECOVER,
                  ease: leanSpring,
                  immediateRender: false,
                },
                cutAt,
              );

              // HOLD: truly still. Drift is zero past IN_END by construction
              // and both params are home, so every hold frame is identical.

              // OUT: optional departure; exit none holds until the frame cuts.
              if (exit === "up") {
                tl.to(stage, { y: "-4cqh", duration: OUT, ease: "power2.in" }, OUT_START);
                tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
              } else if (exit === "fade") {
                tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
              }

              tl.seek(0);
              paint(0);
              window.__timelines = window.__timelines || {};
              window.__timelines["soft-blob-touch"] = tl;
            })();
          </script>
        </div>
      </template>
    </body>
  </html>
  ```
</Accordion>

Tagged `motion-primitive` `product-demo` `material` `blob` `touch` `grain`.

## Related topics

* [Browse the complete Catalog](/catalog)
* [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
* [Build a richer composition](/go-further)
