Code — how this page is built

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.


PaperShaderBackgroundview 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>
  );
}
LandingPickerview on GitHub ↗

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&nbsp;→
        </Win98Button>

        <Win98Button onClick={lucky}>I&apos;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>
  );
}
LiquidGlassCardview on GitHub ↗

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 };