Under the hood
The actual source of the components on this page, read straight from the repo. Copy it, read it, or open it on GitHub.
A full-viewport WebGL mesh-gradient from @paper-design/shaders-react, recolored to the paper/ink palette with one accent. It drifts slowly so the glass card has something to refract. Fixed and pointer-events:none so it never blocks the wheel.
'use client';
import { MeshGradient } from '@paper-design/shaders-react';
/**
* Full-viewport animated paper-shader backdrop for the landing.
*
* The paper shader on the brand's warm paper→ink axis (paper → tile → taupe →
* deep warm grey). Slow drift gives the glass something to refract. Fixed +
* pointer-events:none so it never intercepts the wheel/button.
*/
export function PaperShaderBackground() {
return (
<div
aria-hidden="true"
style={{
position: 'fixed',
inset: 0,
zIndex: 0,
pointerEvents: 'none',
}}
>
<MeshGradient
style={{ width: '100%', height: '100%' }}
colors={['#f5f1e6', '#e3ddcd', '#c4baa4', '#5b5346']}
speed={0.26}
/>
</div>
);
}
Holds the selected-destination state and wires the pieces together: a looping wheel, the frosted glass card it sits on, and the Win98 buttons (Go + I’m Feeling Lucky) that route or spin.
'use client';
import { useRouter } from 'next/navigation';
import * as React from 'react';
import { LoopWheel, type LoopWheelHandle } from '@/components/landing/LoopWheel';
import { LiquidGlassCard } from '@/components/ui/liquid-weather-glass';
import { Win98Button } from '@/components/ui/win-98-button';
import { LANDING_ITEMS, displayLabel, type LandingItem } from '@/lib/landing-items';
// Only built destinations appear in the wheel; planned ones show up once their
// status flips to 'live'.
const LIVE_ITEMS: LandingItem[] = LANDING_ITEMS.filter((i) => i.status === 'live');
const DEFAULT_INDEX = Math.max(0, LIVE_ITEMS.findIndex((i) => i.href === '/home'));
/**
* The landing's interactive core: an infinite single-column wheel of the live
* destinations on a frosted glass card, a primary Win98 "Go" button, and a
* secondary "I'm Feeling Lucky" that spins to a random door and then opens it.
*/
export function LandingPicker() {
const router = useRouter();
const [selected, setSelected] = React.useState(DEFAULT_INDEX);
const wheelRef = React.useRef<LoopWheelHandle>(null);
const items = React.useMemo(
() => LIVE_ITEMS.map((i) => ({ label: displayLabel(i), available: true })),
[],
);
const navigate = React.useCallback(
(index: number) => {
const target = LIVE_ITEMS[index];
if (!target) return;
if (target.external) {
window.open(target.href, '_blank', 'noreferrer');
} else {
router.push(target.href);
}
},
[router],
);
const lucky = React.useCallback(async () => {
const landed = await wheelRef.current?.spinRandom();
if (landed != null) navigate(landed);
}, [navigate]);
return (
<div className="flex flex-col items-center gap-4">
<LiquidGlassCard
draggable={false}
blurIntensity="lg"
glowIntensity="none"
shadowIntensity="xs"
borderRadius="16px"
className="bg-white/10 px-5 py-2"
>
<LoopWheel
ref={wheelRef}
items={items}
value={selected}
onChange={setSelected}
itemHeight={38}
visibleItems={7}
ariaLabel="Choose a destination"
className="w-72"
/>
</LiquidGlassCard>
<div className="flex flex-col items-center gap-2.5">
<Win98Button
onClick={() => navigate(selected)}
aria-label={`Go to ${items[selected]?.label}`}
className="h-10 min-w-32 px-7 text-sm"
>
Go →
</Win98Button>
<Win98Button onClick={lucky}>I'm Feeling Lucky</Win98Button>
</div>
</div>
);
}
The infinite single-column wheel. Position is one continuous motion value; each item is absolutely placed at its offset wrapped into (-N·h/2, N·h/2] so the list loops endlessly. Raw pointer events drive the drag, and items rotate/scale/fade in 3D toward the center. Inspired by the 21st.dev date-wheel picker, rebuilt for looping.
Based on the original source.
'use client';
import { animate, motion, useMotionValue, useTransform } from 'framer-motion';
import * as React from 'react';
import { cn } from '@/lib/utils';
export interface LoopWheelHandle {
/** Spin forward a random distance; resolves with the landed index when the
animation settles. */
spinRandom: () => Promise<number>;
}
export interface WheelItem {
label: string;
/** Available destinations render normally; unavailable ones are greyed out
and skipped by "I'm Feeling Lucky" (but still manually selectable). */
available: boolean;
}
interface LoopWheelProps {
items: WheelItem[];
/** Selected index 0..N-1 (updated via onChange on settle). */
value: number;
onChange: (index: number) => void;
itemHeight?: number;
/** Odd number of rows in view. */
visibleItems?: number;
className?: string;
ariaLabel: string;
}
const SPRING = { type: 'spring' as const, stiffness: 260, damping: 32 };
/**
* An infinite (looping) single-column wheel. Items wrap, so scrolling past the
* last entry continues onto the first. Built for the landing rather than reusing
* the finite date-wheel primitive, because looping needs absolute, wrap-aware
* positioning instead of flow layout.
*
* Position is a continuous pixel offset `y` where a centered item k sits at
* y = -k·itemHeight. The selected index is that value taken mod N. Dragging is
* handled with raw pointer events so framer's drag transform doesn't fight the
* per-item wrapping.
*/
export const LoopWheel = React.forwardRef<LoopWheelHandle, LoopWheelProps>(
function LoopWheel(
{ items, value, onChange, itemHeight = 38, visibleItems = 7, className, ariaLabel },
ref,
) {
const n = items.length;
const total = n * itemHeight;
const height = visibleItems * itemHeight;
const centerTop = height / 2 - itemHeight / 2;
const reach = (visibleItems / 2) * itemHeight;
const y = useMotionValue(-value * itemHeight);
const drag = React.useRef<{
active: boolean;
startY: number;
startVal: number;
lastY: number;
lastT: number;
velocity: number;
} | null>(null);
const settle = React.useCallback(
(index: number) => {
const controls = animate(y, -index * itemHeight, SPRING);
onChange(((index % n) + n) % n);
return controls;
},
[itemHeight, n, onChange, y],
);
// Realign when `value` is set from outside and isn't the centered item.
React.useEffect(() => {
const cur = Math.round(-y.get() / itemHeight);
const curMod = ((cur % n) + n) % n;
if (curMod === value) return;
let delta = value - curMod;
if (delta > n / 2) delta -= n;
if (delta < -n / 2) delta += n;
animate(y, -(cur + delta) * itemHeight, SPRING);
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [value]);
React.useImperativeHandle(ref, () => ({
spinRandom: () => {
// Only land on available destinations; spin forward 1–2 loops for drama.
const available = items.map((it, i) => (it.available ? i : -1)).filter((i) => i >= 0);
const cur = Math.round(-y.get() / itemHeight);
const curMod = ((cur % n) + n) % n;
if (available.length === 0) return Promise.resolve(curMod);
let target = available[Math.floor(Math.random() * available.length)];
if (available.length > 1 && target === curMod) {
target = available[(available.indexOf(target) + 1) % available.length];
}
let delta = ((target - curMod) % n + n) % n;
if (delta === 0) delta = n;
const loops = 1 + Math.floor(Math.random() * 2);
const mod = target;
const controls = settle(cur + delta + loops * n);
// Resolve with the landed index once the spring settles (so the caller
// can navigate after the animation, not before).
return new Promise<number>((resolve) => {
let done = false;
const finish = () => {
if (done) return;
done = true;
resolve(mod);
};
controls.finished?.then(finish).catch(finish);
setTimeout(finish, 1200); // fallback if finished never resolves
});
},
}));
const onPointerDown = (e: React.PointerEvent) => {
(e.currentTarget as HTMLElement).setPointerCapture(e.pointerId);
const now = performance.now();
drag.current = {
active: true,
startY: e.clientY,
startVal: y.get(),
lastY: e.clientY,
lastT: now,
velocity: 0,
};
};
const onPointerMove = (e: React.PointerEvent) => {
const d = drag.current;
if (!d?.active) return;
y.set(d.startVal + (e.clientY - d.startY));
const now = performance.now();
const dt = now - d.lastT;
if (dt > 0) d.velocity = ((e.clientY - d.lastY) / dt) * 16; // px per frame-ish
d.lastY = e.clientY;
d.lastT = now;
};
const onPointerUp = (e: React.PointerEvent) => {
const d = drag.current;
if (!d?.active) return;
d.active = false;
(e.currentTarget as HTMLElement).releasePointerCapture(e.pointerId);
const cur = Math.round(-y.get() / itemHeight);
const moved = Math.abs(e.clientY - d.startY);
if (moved < 6) {
// A tap (not a drag): move toward the row that was tapped. Rows above
// the centre are negative, below are positive; the centred row is 0.
const rect = (e.currentTarget as HTMLElement).getBoundingClientRect();
const rows = Math.round((e.clientY - rect.top - height / 2) / itemHeight);
settle(cur + rows);
} else {
const projected = y.get() + d.velocity * 6;
settle(Math.round(-projected / itemHeight));
}
};
const onWheel = (e: React.WheelEvent) => {
const cur = Math.round(-y.get() / itemHeight);
settle(cur + (e.deltaY > 0 ? 1 : -1));
};
const onKeyDown = (e: React.KeyboardEvent) => {
const cur = Math.round(-y.get() / itemHeight);
if (e.key === 'ArrowDown') {
e.preventDefault();
settle(cur + 1);
} else if (e.key === 'ArrowUp') {
e.preventDefault();
settle(cur - 1);
}
};
return (
<div
className={cn(
'relative touch-none overflow-hidden outline-none cursor-grab active:cursor-grabbing',
className,
)}
style={{ height, perspective: 900 }}
tabIndex={0}
role="spinbutton"
aria-label={ariaLabel}
aria-valuetext={items[value]?.label}
onPointerDown={onPointerDown}
onPointerMove={onPointerMove}
onPointerUp={onPointerUp}
onPointerCancel={onPointerUp}
onWheel={onWheel}
onKeyDown={onKeyDown}
>
{/* Edge-faded selection band */}
<div
aria-hidden
className="pointer-events-none absolute inset-x-0 z-10"
style={{
top: centerTop,
height: itemHeight,
background:
'linear-gradient(rgba(20,17,11,0.05), rgba(20,17,11,0.09), rgba(20,17,11,0.05))',
borderTop: '1px solid rgba(20,17,11,0.2)',
borderBottom: '1px solid rgba(20,17,11,0.2)',
WebkitMaskImage:
'linear-gradient(to right, transparent, #000 18%, #000 82%, transparent)',
maskImage:
'linear-gradient(to right, transparent, #000 18%, #000 82%, transparent)',
}}
/>
{items.map((item, i) => (
<LoopItem
key={`${item.label}-${i}`}
label={item.label}
available={item.available}
index={i}
y={y}
itemHeight={itemHeight}
total={total}
reach={reach}
centerTop={centerTop}
selected={(((i - value) % n) + n) % n === 0}
/>
))}
</div>
);
},
);
function LoopItem({
label,
available,
index,
y,
itemHeight,
total,
reach,
centerTop,
selected,
}: {
label: string;
available: boolean;
index: number;
y: ReturnType<typeof useMotionValue<number>>;
itemHeight: number;
total: number;
reach: number;
centerTop: number;
selected: boolean;
}) {
// Offset from the center line, wrapped into (-total/2, total/2] for looping.
const offset = useTransform(y, (yv) => {
let o = index * itemHeight + yv;
o = ((o % total) + total) % total;
if (o > total / 2) o -= total;
return o;
});
const rotateX = useTransform(offset, [-reach, 0, reach], [52, 0, -52]);
const scale = useTransform(offset, [-reach, 0, reach], [0.82, 1, 0.82]);
const opacity = useTransform(
offset,
[-reach, -reach / 2, 0, reach / 2, reach],
[0.4, 0.72, 1, 0.72, 0.4],
);
return (
<motion.div
className="pointer-events-none absolute inset-x-0 flex select-none items-center justify-center"
style={{
top: centerTop,
height: itemHeight,
y: offset,
rotateX,
scale,
opacity,
transformStyle: 'preserve-3d',
transformOrigin: `center center -${itemHeight * 2}px`,
}}
>
<span
className={cn(
'whitespace-nowrap text-[14px] tracking-tight',
available ? 'text-foreground' : 'text-foreground/35 italic',
available && selected ? 'font-bold' : 'font-medium',
)}
>
{label}
</span>
</motion.div>
);
}
A frosted-glass card: a backdrop-blur layer distorted by an SVG turbulence/displacement filter, plus inner-shadow and glow layers for the refraction look. Dragging is disabled here so it stays put behind the wheel.
Based on the original source.
'use client';
import React, { useState } from 'react';
import { motion } from 'motion/react';
import {cn} from "@/lib/utils"
interface LiquidGlassCardProps {
children: React.ReactNode;
className?: string;
draggable?: boolean;
expandable?: boolean;
width?: string;
height?: string;
expandedWidth?: string;
expandedHeight?: string;
blurIntensity?: 'sm' | 'md' | 'lg' | 'xl';
shadowIntensity?: 'none' | 'xs' | 'sm' | 'md' | 'lg' | 'xl';
borderRadius?: string;
glowIntensity?: 'none' | 'xs' | 'sm' | 'md' | 'lg' | 'xl';
}
export const LiquidGlassCard = ({
children,
className = '',
draggable = true,
expandable = false,
width,
height,
expandedWidth,
expandedHeight,
blurIntensity = 'xl',
borderRadius = '32px',
glowIntensity = 'sm',
shadowIntensity = 'md',
...props
}: LiquidGlassCardProps) => {
const [isExpanded, setIsExpanded] = useState(false);
const handleToggleExpansion = (e: React.MouseEvent<HTMLDivElement>) => {
if (!expandable) return;
// Don't toggle if clicking on interactive elements
const target = e.target as Element;
if (target.closest?.('a, button, input, select, textarea')) return;
setIsExpanded(!isExpanded);
};
const blurClasses = {
sm: 'backdrop-blur-sm',
md: 'backdrop-blur-md',
lg: 'backdrop-blur-lg',
xl: 'backdrop-blur-xl',
};
const shadowStyles = {
none: 'inset 0 0 0 0 rgba(255, 255, 255, 0)',
xs: 'inset 1px 1px 1px 0 rgba(255, 255, 255, 0.3), inset -1px -1px 1px 0 rgba(255, 255, 255, 0.3)',
sm: 'inset 2px 2px 2px 0 rgba(255, 255, 255, 0.35), inset -2px -2px 2px 0 rgba(255, 255, 255, 0.35)',
md: 'inset 3px 3px 3px 0 rgba(255, 255, 255, 0.45), inset -3px -3px 3px 0 rgba(255, 255, 255, 0.45)',
lg: 'inset 4px 4px 4px 0 rgba(255, 255, 255, 0.5), inset -4px -4px 4px 0 rgba(255, 255, 255, 0.5)',
xl: 'inset 6px 6px 6px 0 rgba(255, 255, 255, 0.55), inset -6px -6px 6px 0 rgba(255, 255, 255, 0.55)',
'2xl':
'inset 8px 8px 8px 0 rgba(255, 255, 255, 0.6), inset -8px -8px 8px 0 rgba(255, 255, 255, 0.6)',
};
const glowStyles = {
none: '0 4px 4px rgba(0, 0, 0, 0.05), 0 0 12px rgba(0, 0, 0, 0.05)',
xs: '0 4px 4px rgba(0, 0, 0, 0.15), 0 0 12px rgba(0, 0, 0, 0.08), 0 0 16px rgba(255, 255, 255, 0.05)',
sm: '0 4px 4px rgba(0, 0, 0, 0.15), 0 0 12px rgba(0, 0, 0, 0.08), 0 0 24px rgba(255, 255, 255, 0.1)',
md: '0 4px 4px rgba(0, 0, 0, 0.15), 0 0 12px rgba(0, 0, 0, 0.08), 0 0 32px rgba(255, 255, 255, 0.15)',
lg: '0 4px 4px rgba(0, 0, 0, 0.15), 0 0 12px rgba(0, 0, 0, 0.08), 0 0 40px rgba(255, 255, 255, 0.2)',
xl: '0 4px 4px rgba(0, 0, 0, 0.15), 0 0 12px rgba(0, 0, 0, 0.08), 0 0 48px rgba(255, 255, 255, 0.25)',
'2xl':
'0 4px 4px rgba(0, 0, 0, 0.15), 0 0 12px rgba(0, 0, 0, 0.08), 0 0 60px rgba(255, 255, 255, 0.3)',
};
const containerVariants = expandable
? {
collapsed: {
width: width || 'auto',
height: height || 'auto',
transition: {
duration: 0.4,
ease: [0.5, 1.5, 0.5, 1] as [number, number, number, number],
},
},
expanded: {
width: expandedWidth || 'auto',
height: expandedHeight || 'auto',
transition: {
duration: 0.4,
ease: [0.5, 1.5, 0.5, 1] as [number, number, number, number],
},
},
}
: undefined;
const MotionComponent = draggable || expandable ? motion.div : 'div';
const motionProps =
draggable || expandable
? {
variants: expandable ? containerVariants : undefined,
animate: expandable
? isExpanded
? 'expanded'
: 'collapsed'
: undefined,
onClick: expandable ? handleToggleExpansion : undefined,
drag: draggable,
dragConstraints: draggable
? { left: 0, right: 0, top: 0, bottom: 0 }
: undefined,
dragElastic: draggable ? 0.3 : undefined,
dragTransition: draggable
? {
bounceStiffness: 300,
bounceDamping: 10,
power: 0.3,
}
: undefined,
whileDrag: draggable ? { scale: 1.02 } : undefined,
whileHover: { scale: 1.01 },
whileTap: { scale: 0.98 },
}
: {};
return (
<>
{/* Hidden SVG Filter */}
<svg className='hidden'>
<defs>
<filter
id='glass-blur'
x='0'
y='0'
width='100%'
height='100%'
filterUnits='objectBoundingBox'
>
<feTurbulence
type='fractalNoise'
baseFrequency='0.003 0.007'
numOctaves='1'
result='turbulence'
/>
<feDisplacementMap
in='SourceGraphic'
in2='turbulence'
scale='200'
xChannelSelector='R'
yChannelSelector='G'
/>
</filter>
</defs>
</svg>
<MotionComponent
className={cn(
`relative ${draggable ? 'cursor-grab active:cursor-grabbing' : ''} ${expandable ? 'cursor-pointer' : ''}`,
className
)}
style={{
borderRadius,
...(width && !expandable && { width }),
...(height && !expandable && { height }),
}}
{...motionProps}
{...props}
>
{/* Bend Layer (Backdrop blur with distortion) */}
<div
className={`absolute inset-0 ${blurClasses[blurIntensity]} z-0`}
style={{
borderRadius,
filter: 'url(#glass-blur)',
}}
/>
{/* Face Layer (Main shadow and glow) */}
<div
className='absolute inset-0 z-10'
style={{
borderRadius,
boxShadow: glowStyles[glowIntensity],
}}
/>
{/* Edge Layer (Inner highlights) */}
<div
className='absolute inset-0 z-20'
style={{
borderRadius,
boxShadow: shadowStyles[shadowIntensity],
}}
/>
{/* Content */}
<div className={cn('relative z-30')}>{children}</div>
</MotionComponent>
</>
);
};
A deliberately retro grey-chrome button — the bevel is four inset box-shadows that invert on :active. Kept un-restyled on purpose: the clash is the point.
Based on the original source.
import { Slot } from "@radix-ui/react-slot";
import * as React from "react";
import { cn } from "@/lib/utils";
export interface ButtonProps
extends React.ButtonHTMLAttributes<HTMLButtonElement> {
asChild?: boolean;
}
const Win98Button = React.forwardRef<HTMLButtonElement, ButtonProps>(
({ className, asChild = false, ...props }, ref) => {
const Comp = asChild ? Slot : "button";
return (
<Comp
className={cn(
"inline-flex items-center justify-center whitespace-nowrap font-mono text-xs -outline-offset-4 [&_svg]:pointer-events-none [&_svg]:shrink-0",
"focus:outline-dotted focus:outline-1 focus:outline-black",
"focus-visible:outline-dotted focus-visible:outline-1 focus-visible:outline-black",
"text-black bg-[silver] text-transparent [text-shadow:0_0_#222] disabled:[text-shadow:1_1_0_#fff] disabled:text-[grey]",
"shadow-[inset_-1px_-1px_#0a0a0a,inset_1px_1px_#fff,inset_-2px_-2px_grey,inset_2px_2px_#dfdfdf]",
"active:shadow-[inset_-1px_-1px_#ffffff,inset_1px_1px_#0a0a0a,inset_-2px_-2px_#dfdfdf,inset_2px_2px_#808080]",
"disabled:shadow-[inset_-1px_-1px_#0a0a0a,inset_1px_1px_#fff,inset_-2px_-2px_grey,inset_2px_2px_#dfdfdf]",
"h-7 px-3 min-w-20",
className
)}
ref={ref}
{...props}
/>
);
}
);
Win98Button.displayName = "Win98Button";
export { Win98Button };