A shader has no box to crop, so `object-fit: cover` has to happen on the texture coordinates before the sample. The fit is a pure function of two numbers — the texture aspect and the quad aspect — which means the quad can be reshaped on every frame and the crop simply follows, with no re-upload and no CPU work. The frame here cycles from tall to wide continuously, because a cover fit only ever tested at one aspect ratio has not been tested.
A single self-contained brief: the technique, the constants and why they hold, the pitfalls, and the definition of done. Paste it and the component gets written in your own conventions instead of copied in ours.
# Build: Cover-Fit UV MathsA shader has no box to crop, so `object-fit: cover` has to happen on the texture coordinates before the sample. The fit is a pure function of two numbers — the texture aspect and the quad aspect — which means the quad can be reshaped on every frame and the crop simply follows, with no re-upload and no CPU work. The frame here cycles from tall to wide continuously, because a cover fit only ever tested at one aspect ratio has not been tested.Build this as a React component in my project. Match my existing conventions —file layout, styling system, and naming — rather than the ones implied below.Everything after this line is specification, not code to copy verbatim.## What it doesobject-fit: cover for a textured quad, solved in UV space so the crop follows a frame that reshapes every frame.- Category: webgl- Runtime cost: webgl- Dependencies: three@^0.185.1## How it works1. The sampled window starts at the full texture, `scale = vec2(1.0)`, and is only ever narrowed. If `textureAspect > planeAspect` the texture has surplus width, so `scale.x = planeAspect / textureAspect`; otherwise it has surplus height and `scale.y = textureAspect / planeAspect`. Exactly one axis shrinks and the other reaches both edges of the image.2. The leftover slack is `1 - scale`, and multiplying it by the focal point places that slack: `offset = (1.0 - scale) * uFocal`. At a focal of 0.5 the sampled window is `[(1-s)/2, (1+s)/2]` — centred — while 0 pins the crop to the left or top edge and 1 to the right or bottom.3. The final coordinate is `vUv * scale + offset`, which is guaranteed to stay inside [0,1] because scale is never greater than 1 and offset is exactly the remaining room. Nothing has to be clamped and no branch depends on the fragment.4. Overscan divides the scale further, shrinking the window past a strict fit. That reserve is what a vertex displacement elsewhere in a pipeline eats into: with no reserve, a wave or a bulge pushes a coordinate past the sampled region and the texture's clamped border smears along the edge.5. The frame is driven by an eased triangle wave with a hold at each end, and its scale is fitted to the viewport by the contain rule — `frameAspect > maxW / maxH ? width-limited : height-limited` — so the tall end of the cycle stays fully on screen rather than running off the top and bottom.## Constants — use these valuesThese are tuned. Each one has a reason; do not round them off or replace themwith values that "look cleaner".- `minAspect / maxAspect = 0.62 / 2.3` The range the frame sweeps. Both ends have to sit clearly on opposite sides of the source's own 16:9 so the shader is seen switching which axis it crops; a range that stays on one side of the texture aspect never exercises the other branch at all.- `period / hold = 8 s / 0.12` Twelve percent of the cycle parked at each extreme. Without a hold the frame is only ever momentarily at its widest and the eye never gets to check the crop; past ~0.25 the component spends more time still than moving.- `fill = 0.84` Fraction of the container the frame occupies at its largest. At 1.0 the frame is flush with the edges and its reshaping is invisible because there is no background to reshape against.- `overscan = 1` Exactly 1 is a strict fit and the right default when nothing displaces the geometry. Raise it — 1.12 is the value `cylinder-gallery` uses — only when vertices move after the UV is computed; every increment past 1 is crop permanently thrown away.- `focal = [0.5, 0.5]` Centres the slack on both axes. 0 or 1 pins the crop to an edge, which is what a subject-aware crop wants; anything outside [0,1] pushes the window off the texture and samples the clamped border.- `texture size = 1200 x 675` A deliberately 16:9 source, so both branches of the fit are exercised as the frame sweeps past that ratio. The absolute size only sets sampling quality.- `grid cell = width / 16` Square cells measured in source pixels. They are the test instrument: under a correct cover fit they stay square at every frame aspect, and the moment the maths degrades into a stretch they visibly become rectangles.## API```tsfunction UvCoverFit(props: { minAspect?: number; maxAspect?: number; period?: number; hold?: number; fill?: number; overscan?: number; focal?: [number, number]; paint?: (ctx: CanvasRenderingContext2D, size: { width: number; height: number }) => void; textureSize?: { width: number; height: number }; className?: string }): JSX.Element```- `minAspect: number` — default `0.62` Narrowest frame aspect in the cycle (w / h).- `maxAspect: number` — default `2.3` Widest frame aspect in the cycle (w / h).- `period: number` — default `8` Seconds for a full narrow-wide-narrow cycle, holds included.- `hold: number` — default `0.12` Fraction of the cycle spent parked at each extreme.- `fill: number` — default `0.84` Fraction of the container the frame fills at its largest.- `overscan: number` — default `1` Extra zoom on the crop. 1 fits exactly; above 1 keeps margin in reserve.- `focal: [number, number]` — default `[0.5, 0.5]` Where the crop slack goes, per axis. 0.5 centres it.- `paint: (ctx, size) => void` Override the source image. Receives a 2D context for the source canvas.- `textureSize: { width: number; height: number }` — default `{ width: 1200, height: 675 }` Source canvas size. Its ratio is the texture aspect the shader fits.- `className: string` Merged onto the wrapper via `cn`.## Reference implementation of the coreThis is the part that is hard to get right. Adapt it; do not treat the rest ofthe component as fixed.```tsxexport function UvCoverFit({ minAspect = 0.62, maxAspect = 2.3, period = 8, hold = 0.12, fill = 0.84, overscan = 1, focal = [0.5, 0.5], paint, textureSize = DEFAULT_TEXTURE, className,}: UvCoverFitProps) { const host = useRef<HTMLDivElement>(null); const stage = useRef<Stage | null>(null); const { width, height } = useResizeObserver(host); const { inView } = useInView(host, { threshold: 0 }); const visible = useVisibility(); const reduced = useReducedMotion(); const [supported, setSupported] = useState(true); useEffect(() => setSupported(hasWebGL()), []); const elapsed = useRef(0); const viewport = useRef({ width: 1, height: 1 }); const live = useRef({ minAspect, maxAspect, period, hold, fill, overscan, focal }); live.current = { minAspect, maxAspect, period, hold, fill, overscan, focal }; const ready = width > 1 && height > 1 && supported; const textureWidth = textureSize.width; const textureHeight = textureSize.height; useEffect(() => { const el = host.current; if (!el || !ready) return; const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); renderer.setPixelRatio(pixelRatio()); renderer.setSize(el.clientWidth, el.clientHeight, false); renderer.setClearColor(0x000000, 0); renderer.domElement.style.display = 'block'; renderer.domElement.style.width = '100%'; renderer.domElement.style.height = '100%'; el.appendChild(renderer.domElement); const scene = new THREE.Scene(); // Orthographic, because nothing here is about perspective. World units map // one-to-one to the frame: the quad's scale IS its aspect ratio, with no // frustum arithmetic in between. const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 10); camera.position.z = 1; const canvas = document.createElement('canvas'); canvas.width = textureWidth; canvas.height = textureHeight; const ctx = canvas.getContext('2d'); if (ctx) (paint ?? paintSource)(ctx, { width: textureWidth, height: textureHeight }); const texture = new THREE.CanvasTexture(canvas); texture.colorSpace = THREE.SRGBColorSpace; // Clamp, not repeat. If a rounding error ever pushes a UV a hair past 1, // repeat wraps the far edge of the image into view as a bright seam; // clamp smears the border pixel instead, which is invisible. texture.wrapS = THREE.ClampToEdgeWrapping; texture.wrapT = THREE.ClampToEdgeWrapping; texture.anisotropy = Math.min(4, renderer.capabilities.getMaxAnisotropy()); const uniforms: CoverUniforms = { uTexture: { value: texture }, uTextureAspect: { value: textureWidth / textureHeight }, uPlaneAspect: { value: 1 }, uOverscan: { value: overscan }, uFocal: { value: new THREE.Vector2(focal[0], focal[1]) }, }; // One quad, two triangles. The fit is per-fragment ratio arithmetic, so // subdividing would buy nothing at all. const geometry = new THREE.PlaneGeometry(1, 1); const material = new THREE.ShaderMaterial({ vertexShader: uvCoverFitVertexShader, fragmentShader: uvCoverFitFragmentShader, uniforms, }); const mesh = new THREE.Mesh(geometry, material); scene.add(mesh); stage.current = { renderer, scene, camera, mesh, geometry, material, texture, uniforms }; return () => { stage.current = null; scene.remove(mesh); // Inside `uniforms`, so `disposeObject` will never reach it. texture.dispose(); disposeObject(scene); geometry.dispose(); material.dispose(); disposeRenderer(renderer); renderer.domElement.remove(); }; // eslint-disable-next-line react-hooks/exhaustive-deps }, [ready, textureWidth, textureHeight, paint]); useEffect(() => { const current = stage.current; if (!current || width < 1 || height < 1) return; const aspect = width / height; current.renderer.setPixelRatio(pixelRatio()); current.renderer.setSize(width, height, false); // Ortho bounds track the container aspect so a world unit is the same // number of pixels on both axes. Leave them at +/-1 and the quad is // stretched by the viewport, which would fake the exact bug this // component exists to avoid. current.camera.left = -aspect; current.camera.right = aspect; current.camera.top = 1; current.camera.bottom = -1; current.camera.updateProjectionMatrix(); viewport.current = { width: aspect * 2, height: 2 }; }, [width, height]); useRaf( (dt) => { const current = stage.current; if (!current) return; const { minAspect: low, maxAspect: high, period: cycle, hold: pause, fill: coverage, overscan: zoom, focal: focalPoint, } = live.current; if (!reduced) elapsed.current += dt; const phase = reduced ? 0.5 : cyclePhase(elapsed.current, Math.max(cycle, 1), pause); const frameAspect = lerp(low, high, phase); // Contain the frame inside the viewport at the requested aspect. Fitting // on width alone means the tall end of the cycle runs off the top and // bottom, which hides half the thing being demonstrated. const available = viewport.current; const maxW = available.width * coverage; const maxH = available.height * coverage; const frameW = frameAspect > maxW / maxH ? maxW : maxH * frameAspect; const frameH = frameAspect > maxW / maxH ? maxW / frameAspect : maxH; current.mesh.scale.set(frameW, frameH, 1); // The uniform is the QUAD's aspect, not the canvas's. Passing the // container aspect here is the classic bug: the crop then ignores the // frame and only tracks the browser window. current.uniforms.uPlaneAspect.value = frameAspect; current.uniforms.uOverscan.value = zoom; current.uniforms.uFocal.value.set(focalPoint[0], focalPoint[1]); current.renderer.render(current.scene, current.camera); }, ready && inView && visible, );```## RequirementsThese are not optional. A version of this component that skips any of them isnot finished.**Cleanup.** Removes the quad from the scene, disposes the `CanvasTexture` explicitly because it sits inside `material.uniforms` where `disposeObject` cannot reach it, runs `disposeObject` over the scene, disposes the geometry and material, then calls `disposeRenderer` — `setAnimationLoop(null)`, `dispose()`, `forceContextLoss()` — and removes the canvas from the DOM. The stage ref is nulled before any of it, so a frame already queued by the shared RAF loop returns immediately instead of rendering into a dead context.**Reduced motion.** The aspect cycle does not advance: elapsed time stops accumulating and the phase is pinned to 0.5, so the frame holds at the midpoint between `minAspect` and `maxAspect` and never reshapes. The cover fit itself still runs every frame and still responds correctly to container resizes — what is removed is the autonomous animation, not the behaviour.**Frame-rate independence.** Any smoothing must be a function of delta time.`x += (target - x) * 0.1` converges twice as fast at 120 Hz as at 60 Hz; use`x = target + (x - target) * Math.pow(smoothing, dt)` instead, where`smoothing` is the fraction of the gap remaining after one second.**Strict mode.** Assume effects run twice in development. Setup must beidempotent and teardown must fully undo it.## Known pitfalls — avoid these specifically- Scaling the short axis up rather than the long axis down. `scale.y = planeAspect / textureAspect` when that ratio exceeds 1 pushes the sampled window past the edge of the texture, and with the default `RepeatWrapping` the far side of the image wraps into view as a bright seam across the frame.- Passing the container's aspect ratio as `uPlaneAspect`. The uniform has to be the aspect of the QUAD being drawn; hand it the canvas aspect instead and the crop stops tracking the frame entirely and only responds to browser-window resizes.- Leaving the orthographic camera at the default -1..1 bounds. A world unit is then a different number of pixels horizontally and vertically, so the quad is stretched by the viewport — faking the exact distortion this component exists to prevent. The bounds track the container aspect.- Applying the offset before the scale. `(vUv + offset) * scale` shrinks the offset along with the coordinate, so the crop drifts toward the origin as the aspect mismatch grows instead of staying centred.- Leaving `wrapS` / `wrapT` at `RepeatWrapping`. A rounding error of one ulp past 1.0 then wraps to the opposite edge of the image and shows as a one-pixel bright line; `ClampToEdgeWrapping` smears the border pixel instead, which is invisible.- Testing with a smooth gradient. Every fit looks correct on a gradient. A square grid and a true circle are what make a stretch obvious — the cells go rectangular and the circle goes elliptical.- Fitting the frame on width alone. The tall end of the aspect cycle then runs off the top and bottom of the container, hiding half of what is being demonstrated. The frame is contained on whichever axis is tighter.- Omitting `#include <colorspace_fragment>` from the `ShaderMaterial`. three only injects output conversion into its own materials, so raw linear values ship into an sRGB framebuffer and the quad renders visibly washed out.- Calling `renderer.dispose()` alone on unmount. It frees GPU objects but leaves the WebGL context alive, and Chromium silently kills the oldest context once a renderer process holds about 16 of them. `disposeRenderer` calls `forceContextLoss`.## Notes- The fit is per-fragment ratio arithmetic, so the quad is a single unsubdivided `PlaneGeometry(1, 1)`. `cylinder-gallery` runs the same maths per vertex instead, because there it feeds a bend that needs the result before rasterisation.- The camera is orthographic so that world units map straight onto the frame: the mesh's scale IS its aspect ratio, with no frustum arithmetic sitting between the two.## Definition of doneThe frame reshapes continuously from tall to wide and back, pausing briefly at each extreme. Throughout, the grid cells stay square and the circle stays circular — nothing ever stretches. As the frame passes the source's own 16:9 ratio you can see the crop switch from trimming the top and bottom to trimming the sides, with the centre of the image staying put. Resize the container and the frame stays fully inside it at both ends of its cycle. With `prefers-reduced-motion: reduce` the frame holds at one aspect and does not animate, and the image inside it is still correctly cropped.When you are finished, tell me which of the requirements above you implementedand where, so I can check them.
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installs tocomponents/motion/uv-cover-fit.tsx
'use client';import { useEffect, useRef, useState } from 'react';import * as THREE from 'three';import { cn } from '@/lib/utils';import { useInView } from '@/hooks/use-in-view';import { useRaf } from '@/hooks/use-raf';import { useReducedMotion } from '@/hooks/use-reduced-motion';import { useResizeObserver } from '@/hooks/use-resize-observer';import { useVisibility } from '@/hooks/use-visibility';import { lerp } from '@/lib/damp';import { easeInOutQuart } from '@/lib/easing';import { disposeObject, disposeRenderer, hasWebGL, pixelRatio,} from '@/lib/webgl';import { uvCoverFitFragmentShader, uvCoverFitVertexShader,} from '@/components/motion/shaders/uv-cover-fit';/* ========================================================================== Cover-Fit UV Maths -------------------------------------------------------------------------- `object-fit: cover` for a textured quad, where there is no box to crop and no CSS to do it for you. The fit is a pure function of two aspect ratios, evaluated in the fragment shader, so the quad can be reshaped every frame and the crop simply follows it. The frame here reshapes continuously on purpose. A cover fit that is only ever tested at one aspect ratio is a cover fit that has not been tested. ========================================================================== */export interface UvCoverFitProps { /** Narrowest frame aspect in the cycle (w / h). */ minAspect?: number; /** Widest frame aspect in the cycle (w / h). */ maxAspect?: number; /** Seconds for a full narrow-wide-narrow cycle, holds included. */ period?: number; /** Fraction of each cycle spent held at an end, 0-0.5. */ hold?: number; /** Fraction of the container the frame fills at its largest. */ fill?: number; /** Extra zoom on the crop. 1 fits exactly; 1.1 keeps 10% in reserve. */ overscan?: number; /** Where the crop slack goes, 0-1 per axis. [0.5, 0.5] centres it. */ focal?: [number, number]; /** Draw the source image. Default paints a grid with a true circle on it. */ paint?: ( ctx: CanvasRenderingContext2D, size: { width: number; height: number }, ) => void; /** Source canvas size. Its ratio is the texture aspect the shader fits. */ textureSize?: { width: number; height: number }; className?: string;}const DEFAULT_TEXTURE = { width: 1200, height: 675 };type CoverUniforms = { uTexture: { value: THREE.Texture | null }; uTextureAspect: { value: number }; uPlaneAspect: { value: number }; uOverscan: { value: number }; uFocal: { value: THREE.Vector2 };};interface Stage { renderer: THREE.WebGLRenderer; scene: THREE.Scene; camera: THREE.OrthographicCamera; mesh: THREE.Mesh; geometry: THREE.PlaneGeometry; material: THREE.ShaderMaterial; texture: THREE.CanvasTexture; uniforms: CoverUniforms;}function paintSource( ctx: CanvasRenderingContext2D, size: { width: number; height: number },): void { const { width, height } = size; const ramp = ctx.createLinearGradient(0, 0, width, height); ramp.addColorStop(0, 'hsl(268, 42%, 18%)'); ramp.addColorStop(0.55, 'hsl(322, 46%, 42%)'); ramp.addColorStop(1, 'hsl(28, 84%, 64%)'); ctx.fillStyle = ramp; ctx.fillRect(0, 0, width, height); // A square grid, in source pixels. If the fit ever stretches instead of // cropping, these cells stop being square and it is obvious immediately. const cell = width / 16; ctx.strokeStyle = 'rgba(255, 255, 255, 0.16)'; ctx.lineWidth = Math.max(1, width / 900); for (let x = cell; x < width; x += cell) { ctx.beginPath(); ctx.moveTo(x, 0); ctx.lineTo(x, height); ctx.stroke(); } for (let y = cell; y < height; y += cell) { ctx.beginPath(); ctx.moveTo(0, y); ctx.lineTo(width, y); ctx.stroke(); } // The proof. A circle drawn in source pixels stays a circle under a correct // cover fit at every frame aspect, and becomes an ellipse the instant the // maths degrades into a stretch. ctx.strokeStyle = 'rgba(255, 255, 255, 0.85)'; ctx.lineWidth = Math.max(2, width / 260); ctx.beginPath(); ctx.arc(width / 2, height / 2, Math.min(width, height) * 0.32, 0, Math.PI * 2); ctx.stroke(); ctx.fillStyle = 'rgba(255, 255, 255, 0.9)'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; ctx.font = `500 ${Math.round(height * 0.055)}px ui-monospace, SFMono-Regular, monospace`; ctx.fillText(`${width} x ${height}`, width / 2, height / 2);}/** Triangle wave with a flat hold at each end, eased. One cycle is `period`. */function cyclePhase(elapsed: number, period: number, hold: number): number { const t = (elapsed % period) / period; const clampedHold = Math.min(Math.max(hold, 0), 0.49); const ramp = 0.5 - clampedHold; if (t < clampedHold) return 0; if (t < 0.5) return easeInOutQuart((t - clampedHold) / ramp); if (t < 0.5 + clampedHold) return 1; return 1 - easeInOutQuart((t - 0.5 - clampedHold) / ramp);}// #region criticalexport function UvCoverFit({ minAspect = 0.62, maxAspect = 2.3, period = 8, hold = 0.12, fill = 0.84, overscan = 1, focal = [0.5, 0.5], paint, textureSize = DEFAULT_TEXTURE, className,}: UvCoverFitProps) { const host = useRef<HTMLDivElement>(null); const stage = useRef<Stage | null>(null); const { width, height } = useResizeObserver(host); const { inView } = useInView(host, { threshold: 0 }); const visible = useVisibility(); const reduced = useReducedMotion(); const [supported, setSupported] = useState(true); useEffect(() => setSupported(hasWebGL()), []); const elapsed = useRef(0); const viewport = useRef({ width: 1, height: 1 }); const live = useRef({ minAspect, maxAspect, period, hold, fill, overscan, focal }); live.current = { minAspect, maxAspect, period, hold, fill, overscan, focal }; const ready = width > 1 && height > 1 && supported; const textureWidth = textureSize.width; const textureHeight = textureSize.height; useEffect(() => { const el = host.current; if (!el || !ready) return; const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); renderer.setPixelRatio(pixelRatio()); renderer.setSize(el.clientWidth, el.clientHeight, false); renderer.setClearColor(0x000000, 0); renderer.domElement.style.display = 'block'; renderer.domElement.style.width = '100%'; renderer.domElement.style.height = '100%'; el.appendChild(renderer.domElement); const scene = new THREE.Scene(); // Orthographic, because nothing here is about perspective. World units map // one-to-one to the frame: the quad's scale IS its aspect ratio, with no // frustum arithmetic in between. const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 10); camera.position.z = 1; const canvas = document.createElement('canvas'); canvas.width = textureWidth; canvas.height = textureHeight; const ctx = canvas.getContext('2d'); if (ctx) (paint ?? paintSource)(ctx, { width: textureWidth, height: textureHeight }); const texture = new THREE.CanvasTexture(canvas); texture.colorSpace = THREE.SRGBColorSpace; // Clamp, not repeat. If a rounding error ever pushes a UV a hair past 1, // repeat wraps the far edge of the image into view as a bright seam; // clamp smears the border pixel instead, which is invisible. texture.wrapS = THREE.ClampToEdgeWrapping; texture.wrapT = THREE.ClampToEdgeWrapping; texture.anisotropy = Math.min(4, renderer.capabilities.getMaxAnisotropy()); const uniforms: CoverUniforms = { uTexture: { value: texture }, uTextureAspect: { value: textureWidth / textureHeight }, uPlaneAspect: { value: 1 }, uOverscan: { value: overscan }, uFocal: { value: new THREE.Vector2(focal[0], focal[1]) }, }; // One quad, two triangles. The fit is per-fragment ratio arithmetic, so // subdividing would buy nothing at all. const geometry = new THREE.PlaneGeometry(1, 1); const material = new THREE.ShaderMaterial({ vertexShader: uvCoverFitVertexShader, fragmentShader: uvCoverFitFragmentShader, uniforms, }); const mesh = new THREE.Mesh(geometry, material); scene.add(mesh); stage.current = { renderer, scene, camera, mesh, geometry, material, texture, uniforms }; return () => { stage.current = null; scene.remove(mesh); // Inside `uniforms`, so `disposeObject` will never reach it. texture.dispose(); disposeObject(scene); geometry.dispose(); material.dispose(); disposeRenderer(renderer); renderer.domElement.remove(); }; // eslint-disable-next-line react-hooks/exhaustive-deps }, [ready, textureWidth, textureHeight, paint]); useEffect(() => { const current = stage.current; if (!current || width < 1 || height < 1) return; const aspect = width / height; current.renderer.setPixelRatio(pixelRatio()); current.renderer.setSize(width, height, false); // Ortho bounds track the container aspect so a world unit is the same // number of pixels on both axes. Leave them at +/-1 and the quad is // stretched by the viewport, which would fake the exact bug this // component exists to avoid. current.camera.left = -aspect; current.camera.right = aspect; current.camera.top = 1; current.camera.bottom = -1; current.camera.updateProjectionMatrix(); viewport.current = { width: aspect * 2, height: 2 }; }, [width, height]); useRaf( (dt) => { const current = stage.current; if (!current) return; const { minAspect: low, maxAspect: high, period: cycle, hold: pause, fill: coverage, overscan: zoom, focal: focalPoint, } = live.current; if (!reduced) elapsed.current += dt; const phase = reduced ? 0.5 : cyclePhase(elapsed.current, Math.max(cycle, 1), pause); const frameAspect = lerp(low, high, phase); // Contain the frame inside the viewport at the requested aspect. Fitting // on width alone means the tall end of the cycle runs off the top and // bottom, which hides half the thing being demonstrated. const available = viewport.current; const maxW = available.width * coverage; const maxH = available.height * coverage; const frameW = frameAspect > maxW / maxH ? maxW : maxH * frameAspect; const frameH = frameAspect > maxW / maxH ? maxW / frameAspect : maxH; current.mesh.scale.set(frameW, frameH, 1); // The uniform is the QUAD's aspect, not the canvas's. Passing the // container aspect here is the classic bug: the crop then ignores the // frame and only tracks the browser window. current.uniforms.uPlaneAspect.value = frameAspect; current.uniforms.uOverscan.value = zoom; current.uniforms.uFocal.value.set(focalPoint[0], focalPoint[1]); current.renderer.render(current.scene, current.camera); }, ready && inView && visible, ); // #endregion critical return ( <div className={cn('relative h-full w-full overflow-hidden', className)}> <div ref={host} className="absolute inset-0" /> {!supported ? ( <div className="absolute inset-0 flex items-center justify-center p-6"> <div className="h-full w-full rounded-md" style={{ background: 'linear-gradient(135deg, hsl(268 42% 18%), hsl(322 46% 42%), hsl(28 84% 64%))', }} /> </div> ) : null} </div> );}
/* ========================================================================== Cover-Fit UV Maths — GLSL as TypeScript template literals. -------------------------------------------------------------------------- `object-fit: cover`, done in UV space. CSS solves this by cropping the box; a shader has no box to crop, so the crop has to happen on the coordinates before the sample. Two lines of ratio arithmetic and one offset, and a texture of any aspect fills a quad of any aspect with no stretching and no letterbox. The result is a pure function of two numbers — the texture's aspect and the quad's aspect — which means the quad can be resized every frame and the fit simply follows. No re-upload, no second texture, no CPU work at all. ========================================================================== */export const uvCoverFitVertexShader = /* glsl */ `varying vec2 vUv;void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);}`;export const uvCoverFitFragmentShader = /* glsl */ `uniform sampler2D uTexture;uniform float uTextureAspect;uniform float uPlaneAspect;uniform float uOverscan;uniform vec2 uFocal;varying vec2 vUv;void main() { // Only ever shrink the sampled window, never grow it. Whichever axis has // surplus texture gets narrowed by the ratio of the two aspects; the other // axis stays at 1.0 and reaches the full edge of the image. Scaling the // short axis UP instead would sample outside [0,1] and repeat or clamp. vec2 scale = vec2(1.0); if (uTextureAspect > uPlaneAspect) { scale.x = uPlaneAspect / uTextureAspect; // texture is wider: crop the sides } else { scale.y = uTextureAspect / uPlaneAspect; // texture is taller: crop top and bottom } // Optional zoom-in. Dividing shrinks the window further, which leaves crop // margin on every side — the reserve a vertex displacement can eat into // before the texture's own clamped border smears along an edge. scale /= max(uOverscan, 0.0001); // (1 - scale) is exactly the slack left over. Multiplying it by the focal // point places that slack: 0.5 centres the crop, 0.0 pins it to the left or // top edge, 1.0 to the right or bottom. vec2 offset = (1.0 - scale) * uFocal; gl_FragColor = texture2D(uTexture, vUv * scale + offset); // ShaderMaterial gets no automatic output conversion — three only injects // this chunk into its own materials. Without it every colour ships raw // linear values into an sRGB framebuffer and the whole scene looks washed. #include <colorspace_fragment>}`;
/* ========================================================================== Frame-rate-independent interpolation. -------------------------------------------------------------------------- The everywhere-idiom `x += (target - x) * 0.1` is a bug: it converges twice as fast on a 120 Hz display as on a 60 Hz one, so the same code feels different on different hardware and visibly speeds up when the browser drops frames. `damp` fixes it by raising the retention factor to the power of elapsed time, which is the exact continuous form of the same curve. ========================================================================== *//** * Fraction of the remaining distance to close this frame. * * @param smoothing Fraction of the gap that REMAINS after one second. * Smaller is snappier. 0.001 ≈ very fast, 0.01 ≈ fast, 0.1 ≈ soft, * 0.5 ≈ slow drift. * @param dt Seconds elapsed since the previous frame. */export function dampFactor(smoothing: number, dt: number): number { return 1 - Math.pow(smoothing, dt);}/** Move `current` toward `target` at a rate independent of frame rate. */export function damp( current: number, target: number, smoothing: number, dt: number,): number { return current + (target - current) * dampFactor(smoothing, dt);}/** * The per-frame lerp constant an author measured at 60fps, converted into the * `smoothing` argument `damp` wants. Lets a source that says "0.1 per frame" * be ported without re-tuning by eye: * * damp(x, t, perFrameToSmoothing(0.1), dt) */export function perFrameToSmoothing(alpha: number, baseFps = 60): number { return Math.pow(1 - alpha, baseFps);}export function lerp(a: number, b: number, t: number): number { return a + (b - a) * t;}export function clamp(v: number, min: number, max: number): number { return v < min ? min : v > max ? max : v;}export function inverseLerp(a: number, b: number, v: number): number { return a === b ? 0 : (v - a) / (b - a);}export function mapRange( v: number, inMin: number, inMax: number, outMin: number, outMax: number, doClamp = true,): number { const t = inverseLerp(inMin, inMax, v); const r = lerp(outMin, outMax, doClamp ? clamp(t, 0, 1) : t); return r;}/** GLSL `smoothstep`, same semantics, for parity between JS and shader code. */export function smoothstep(edge0: number, edge1: number, x: number): number { const t = clamp(inverseLerp(edge0, edge1, x), 0, 1); return t * t * (3 - 2 * t);}/** * Gaussian falloff, `exp(-d²)`. Yields 1.000 / 0.368 / 0.018 / 0.0001 at * distances 0 / 1 / 2 / 3 — a continuous focus scalar with no thresholds and * no branches, which is why carousels that use it feel analogue rather than * stepped. */export function gaussian(distance: number, falloff = 1): number { const d = distance * falloff; return Math.exp(-(d * d));}
/* ========================================================================== Easing. -------------------------------------------------------------------------- Plain functions on [0,1] so a component can ease without pulling in GSAP, plus the matching `cubic-bezier()` strings for CSS. The two lists are the same curves, so a component can animate in JS and its reduced-motion fallback can animate in CSS without the timing changing character. ========================================================================== */export type EasingFn = (t: number) => number;export const linear: EasingFn = (t) => t;export const easeInQuad: EasingFn = (t) => t * t;export const easeOutQuad: EasingFn = (t) => 1 - (1 - t) * (1 - t);export const easeInOutQuad: EasingFn = (t) => t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;export const easeInCubic: EasingFn = (t) => t * t * t;export const easeOutCubic: EasingFn = (t) => 1 - Math.pow(1 - t, 3);export const easeInOutCubic: EasingFn = (t) => t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;export const easeInQuart: EasingFn = (t) => t * t * t * t;export const easeOutQuart: EasingFn = (t) => 1 - Math.pow(1 - t, 4);export const easeInOutQuart: EasingFn = (t) => t < 0.5 ? 8 * t * t * t * t : 1 - Math.pow(-2 * t + 2, 4) / 2;export const easeInExpo: EasingFn = (t) => (t === 0 ? 0 : Math.pow(2, 10 * t - 10));export const easeOutExpo: EasingFn = (t) => (t === 1 ? 1 : 1 - Math.pow(2, -10 * t));export const easeInOutExpo: EasingFn = (t) => t === 0 ? 0 : t === 1 ? 1 : t < 0.5 ? Math.pow(2, 20 * t - 10) / 2 : (2 - Math.pow(2, -20 * t + 10)) / 2;/** Overshoots past 1 then settles. `s` is the overshoot amount. */export const backOut = (s = 1.70158): EasingFn => { const c = s + 1; return (t) => 1 + c * Math.pow(t - 1, 3) + s * Math.pow(t - 1, 2);};export const elasticOut: EasingFn = (t) => { const c = (2 * Math.PI) / 3; return t === 0 ? 0 : t === 1 ? 1 : Math.pow(2, -10 * t) * Math.sin((t * 10 - 0.75) * c) + 1;};/** CSS equivalents of the curves above, for reduced-motion fallbacks. */export const CSS_EASING = { outQuad: 'cubic-bezier(0.5, 1, 0.89, 1)', outCubic: 'cubic-bezier(0.33, 1, 0.68, 1)', outQuart: 'cubic-bezier(0.25, 1, 0.5, 1)', outExpo: 'cubic-bezier(0.16, 1, 0.3, 1)', inOutQuart: 'cubic-bezier(0.76, 0, 0.24, 1)', inOutExpo: 'cubic-bezier(0.87, 0, 0.13, 1)',} as const;
'use client';import { useEffect, useRef, useState, type RefObject } from 'react';/* ========================================================================== IntersectionObserver, sharing one observer per option set. -------------------------------------------------------------------------- A hundred cards each constructing their own observer is a hundred observers the compositor has to service. Keying a shared observer by its options collapses that to one per distinct configuration — in practice, two or three for the whole site. ========================================================================== */export interface InViewState { inView: boolean; /** 0-1. The preview slot allocator ranks candidates by this. */ ratio: number;}export interface UseInViewOptions { root?: Element | null; rootMargin?: string; /** Single number or list, same meaning as the native option. */ threshold?: number | number[]; /** Stop observing after the first time it becomes visible. */ once?: boolean;}type Entry = { observer: IntersectionObserver; handlers: Map<Element, (e: IntersectionObserverEntry) => void>;};const pools = new Map<string, Entry>();function poolFor(options: UseInViewOptions): Entry { const key = JSON.stringify({ rootMargin: options.rootMargin ?? '0px', threshold: options.threshold ?? 0, }); const existing = pools.get(key); if (existing) return existing; const handlers = new Map<Element, (e: IntersectionObserverEntry) => void>(); const observer = new IntersectionObserver( (entries) => { for (const entry of entries) handlers.get(entry.target)?.(entry); }, { root: options.root ?? null, rootMargin: options.rootMargin ?? '0px', threshold: options.threshold ?? 0, }, ); const created: Entry = { observer, handlers }; pools.set(key, created); return created;}export function useInView( ref: RefObject<Element | null>, options: UseInViewOptions = {},): InViewState { const [state, setState] = useState<InViewState>({ inView: false, ratio: 0 }); const { root = null, rootMargin = '0px', once = false } = options; const thresholdKey = JSON.stringify(options.threshold ?? 0); const done = useRef(false); useEffect(() => { const el = ref.current; if (!el || typeof IntersectionObserver === 'undefined') return; if (once && done.current) return; const pool = poolFor({ root, rootMargin, threshold: JSON.parse(thresholdKey) as number | number[], }); const handle = (entry: IntersectionObserverEntry) => { setState({ inView: entry.isIntersecting, ratio: entry.intersectionRatio }); if (once && entry.isIntersecting) { done.current = true; pool.handlers.delete(el); pool.observer.unobserve(el); } }; pool.handlers.set(el, handle); pool.observer.observe(el); return () => { pool.handlers.delete(el); pool.observer.unobserve(el); }; }, [ref, root, rootMargin, thresholdKey, once]); return state;}
'use client';import { useEffect, useRef } from 'react';/* ========================================================================== One shared requestAnimationFrame loop. -------------------------------------------------------------------------- Forty components each calling requestAnimationFrame means forty callbacks the browser schedules separately and forty chances to read layout after a write. One loop, one ordered pass, one place to clamp delta time. Delta is clamped to 100 ms. Without that, returning to a backgrounded tab delivers a multi-second dt and every physics integration in the page explodes on the first frame back. ========================================================================== */export type RafCallback = (dt: number, elapsed: number) => void;const callbacks = new Set<RafCallback>();let frame = 0;let last = 0;let start = 0;const MAX_DT = 0.1;const DEFAULT_DT = 1 / 60;function tick(now: number) { frame = requestAnimationFrame(tick); const dt = last === 0 ? DEFAULT_DT : Math.min((now - last) / 1000, MAX_DT); last = now; const elapsed = (now - start) / 1000; // Copy: a callback may unsubscribe itself (or another) mid-iteration. for (const cb of Array.from(callbacks)) { if (callbacks.has(cb)) cb(dt, elapsed); }}function subscribe(cb: RafCallback) { callbacks.add(cb); if (frame === 0) { start = performance.now(); last = 0; frame = requestAnimationFrame(tick); } return () => { callbacks.delete(cb); if (callbacks.size === 0 && frame !== 0) { cancelAnimationFrame(frame); frame = 0; last = 0; } };}/** * Run `cb` every frame while `enabled`. * * The callback is held in a ref, so it does not need to be memoised and the * subscription is never torn down just because the closure changed identity. */export function useRaf(cb: RafCallback, enabled = true): void { const ref = useRef(cb); ref.current = cb; useEffect(() => { if (!enabled) return; return subscribe((dt, elapsed) => ref.current(dt, elapsed)); }, [enabled]);}
'use client';import { useSyncExternalStore } from 'react';/* ========================================================================== prefers-reduced-motion, SSR-safe. -------------------------------------------------------------------------- useSyncExternalStore rather than useState + useEffect: the server snapshot is an explicit `false`, so the markup React renders on the server and the markup it hydrates with agree, and the real value lands in the same commit as hydration instead of one frame later. A useEffect version flashes the animated variant before removing it — the exact thing the user asked not to see. Reduced motion is not "duration: 0". For most components here it means a different render: the final state, a static poster, or a paused frame. ========================================================================== */const QUERY = '(prefers-reduced-motion: reduce)';function subscribe(onChange: () => void) { if (typeof window === 'undefined' || !window.matchMedia) return () => {}; const mql = window.matchMedia(QUERY); mql.addEventListener('change', onChange); return () => mql.removeEventListener('change', onChange);}function getSnapshot() { if (typeof window === 'undefined' || !window.matchMedia) return false; return window.matchMedia(QUERY).matches;}function getServerSnapshot() { return false;}export function useReducedMotion(): boolean { return useSyncExternalStore(subscribe, getSnapshot, getServerSnapshot);}/** Generic media-query hook, same SSR guarantees. */export function useMediaQuery(query: string): boolean { return useSyncExternalStore( (onChange) => { if (typeof window === 'undefined' || !window.matchMedia) return () => {}; const mql = window.matchMedia(query); mql.addEventListener('change', onChange); return () => mql.removeEventListener('change', onChange); }, () => { if (typeof window === 'undefined' || !window.matchMedia) return false; return window.matchMedia(query).matches; }, () => false, );}
'use client';import { useEffect, useState, type RefObject } from 'react';/* ========================================================================== Element size, from one shared ResizeObserver. -------------------------------------------------------------------------- Sized from the element rather than the window because a preview in a grid cell resizes when the grid reflows, not when the viewport does. Reading `window.innerWidth` is the reason so many canvas components are correct on load and wrong after a sidebar opens. ========================================================================== */export interface Size { width: number; height: number;}type Handler = (size: Size) => void;let observer: ResizeObserver | null = null;const handlers = new Map<Element, Handler>();function ensureObserver(): ResizeObserver | null { if (typeof ResizeObserver === 'undefined') return null; observer ??= new ResizeObserver((entries) => { for (const entry of entries) { const box = entry.contentBoxSize?.[0]; const size: Size = box ? { width: box.inlineSize, height: box.blockSize } : { width: entry.contentRect.width, height: entry.contentRect.height }; handlers.get(entry.target)?.(size); } }); return observer;}export function useResizeObserver(ref: RefObject<Element | null>): Size { const [size, setSize] = useState<Size>({ width: 0, height: 0 }); useEffect(() => { const el = ref.current; const ro = ensureObserver(); if (!el || !ro) return; // Seed synchronously: waiting for the first observer callback leaves one // frame where a canvas is sized 0x0, which some drivers log as an error. const rect = el.getBoundingClientRect(); setSize({ width: rect.width, height: rect.height }); handlers.set(el, (next) => setSize((prev) => prev.width === next.width && prev.height === next.height ? prev : next, ), ); ro.observe(el); return () => { handlers.delete(el); ro.unobserve(el); }; }, [ref]); return size;}
'use client';import { useSyncExternalStore } from 'react';/* ========================================================================== Document visibility, shared. -------------------------------------------------------------------------- A backgrounded tab still runs `setInterval`, still holds WebGL contexts, and — on some platforms — still gets throttled rAF ticks with multi-second deltas. Anything expensive should stop when the tab is hidden and resume when it comes back, rather than trying to catch up. `useSyncExternalStore` with an explicit server snapshot so SSR markup and the first client render agree. ========================================================================== */function subscribe(onChange: () => void): () => void { document.addEventListener('visibilitychange', onChange); return () => document.removeEventListener('visibilitychange', onChange);}function getSnapshot(): boolean { return document.visibilityState === 'visible';}/** Assume visible on the server: the alternative flashes a paused state. */function getServerSnapshot(): boolean { return true;}export function useVisibility(): boolean { return useSyncExternalStore(subscribe, getSnapshot, getServerSnapshot);}
import type * as THREE from 'three';/* ========================================================================== WebGL context lifecycle. -------------------------------------------------------------------------- Chromium allows roughly 16 live WebGL contexts per RENDERER PROCESS (8 on low-end devices). Creating the 17th does not fail — it fires `webglcontextlost` on the OLDEST one, so an unrelated component elsewhere on the page goes black. Same-origin iframes share the renderer process, so isolating previews in iframes does not raise the ceiling. The only real fix is to release contexts on unmount, and `renderer.dispose()` ALONE DOES NOT DO THAT. It frees GPU objects but leaves the context itself alive until GC decides otherwise, which may be never. `forceContextLoss()` is the call that actually hands it back. ========================================================================== *//** * Fully release a three.js renderer. Call this in the `useEffect` cleanup of * any component that constructs a `WebGLRenderer` — the preview host drives * unmount via `<Activity mode="hidden">`, so ordinary cleanup IS the disposal * path and nothing component-specific is required. */export function disposeRenderer(renderer: THREE.WebGLRenderer | null | undefined): void { if (!renderer) return; // Stop the loop first: a queued frame that renders into a lost context // throws, and the throw escapes the cleanup function. renderer.setAnimationLoop(null); renderer.dispose(); renderer.forceContextLoss(); const canvas = renderer.domElement; if (canvas) { // Zeroing the backing store releases the drawing buffer immediately // instead of holding width×height×4 bytes until the node is collected. canvas.width = 0; canvas.height = 0; }}/** * Release a raw WebGL context (ogl, or hand-written GL). The extension is the * only portable way to do it; it is absent in some headless configurations, * hence the optional call. */export function loseContext(gl: WebGLRenderingContext | WebGL2RenderingContext | null | undefined): void { if (!gl) return; gl.getExtension('WEBGL_lose_context')?.loseContext();}/** Recursively dispose geometries, materials and textures under a root. */export function disposeObject(root: THREE.Object3D | null | undefined): void { if (!root) return; root.traverse((obj) => { const mesh = obj as THREE.Mesh; mesh.geometry?.dispose?.(); const material = mesh.material; if (!material) return; const materials = Array.isArray(material) ? material : [material]; for (const m of materials) { for (const value of Object.values(m as unknown as Record<string, unknown>)) { if (value && typeof value === 'object' && 'isTexture' in value) { (value as THREE.Texture).dispose(); } } m.dispose?.(); } });}/** * Device pixel ratio capped for fill-rate. Above 2 the visual gain is nil and * the cost is quadratic; on a 3x phone an uncapped full-screen shader is the * single most common cause of a janky first paint. */export function pixelRatio(max = 2): number { if (typeof window === 'undefined') return 1; return Math.min(window.devicePixelRatio || 1, max);}/** * Whether WebGL is actually available. Some browsers expose the constructor * but fail to create a context (blocklisted GPU, no hardware acceleration); * a component that assumes success renders a permanently blank box. */export function hasWebGL(): boolean { if (typeof document === 'undefined') return false; try { const canvas = document.createElement('canvas'); const gl = canvas.getContext('webgl2') ?? canvas.getContext('webgl') ?? canvas.getContext('experimental-webgl'); if (!gl) return false; (gl as WebGLRenderingContext).getExtension('WEBGL_lose_context')?.loseContext(); return true; } catch { return false; }}
05
API
Every parameter, its type and what happens when you change it.
Seconds for a full narrow-wide-narrow cycle, holds included.
hold
number
= 0.12
Fraction of the cycle spent parked at each extreme.
fill
number
= 0.84
Fraction of the container the frame fills at its largest.
overscan
number
= 1
Extra zoom on the crop. 1 fits exactly; above 1 keeps margin in reserve.
focal
[number, number]
= [0.5, 0.5]
Where the crop slack goes, per axis. 0.5 centres it.
paint
(ctx, size) => void
—
Override the source image. Receives a 2D context for the source canvas.
textureSize
{ width: number; height: number }
= { width: 1200, height: 675 }
Source canvas size. Its ratio is the texture aspect the shader fits.
className
string
—
Merged onto the wrapper via cn.
06
How it works
The technique in order, not the code in order.
01
The sampled window starts at the full texture, scale = vec2(1.0), and is only ever narrowed. If textureAspect > planeAspect the texture has surplus width, so scale.x = planeAspect / textureAspect; otherwise it has surplus height and scale.y = textureAspect / planeAspect. Exactly one axis shrinks and the other reaches both edges of the image.
02
The leftover slack is 1 - scale, and multiplying it by the focal point places that slack: offset = (1.0 - scale) * uFocal. At a focal of 0.5 the sampled window is [(1-s)/2, (1+s)/2] — centred — while 0 pins the crop to the left or top edge and 1 to the right or bottom.
03
The final coordinate is vUv * scale + offset, which is guaranteed to stay inside [0,1] because scale is never greater than 1 and offset is exactly the remaining room. Nothing has to be clamped and no branch depends on the fragment.
04
Overscan divides the scale further, shrinking the window past a strict fit. That reserve is what a vertex displacement elsewhere in a pipeline eats into: with no reserve, a wave or a bulge pushes a coordinate past the sampled region and the texture's clamped border smears along the edge.
05
The frame is driven by an eased triangle wave with a hold at each end, and its scale is fitted to the viewport by the contain rule — frameAspect > maxW / maxH ? width-limited : height-limited — so the tall end of the cycle stays fully on screen rather than running off the top and bottom.
Load-bearing constants
Load-bearing constants
Constant
Value
Why this number
minAspect / maxAspect
= 0.62 / 2.3
The range the frame sweeps. Both ends have to sit clearly on opposite sides of the source's own 16:9 so the shader is seen switching which axis it crops; a range that stays on one side of the texture aspect never exercises the other branch at all.
period / hold
= 8 s / 0.12
Twelve percent of the cycle parked at each extreme. Without a hold the frame is only ever momentarily at its widest and the eye never gets to check the crop; past ~0.25 the component spends more time still than moving.
fill
= 0.84
Fraction of the container the frame occupies at its largest. At 1.0 the frame is flush with the edges and its reshaping is invisible because there is no background to reshape against.
overscan
= 1
Exactly 1 is a strict fit and the right default when nothing displaces the geometry. Raise it — 1.12 is the value cylinder-gallery uses — only when vertices move after the UV is computed; every increment past 1 is crop permanently thrown away.
focal
= [0.5, 0.5]
Centres the slack on both axes. 0 or 1 pins the crop to an edge, which is what a subject-aware crop wants; anything outside [0,1] pushes the window off the texture and samples the clamped border.
texture size
= 1200 x 675
A deliberately 16:9 source, so both branches of the fit are exercised as the frame sweeps past that ratio. The absolute size only sets sampling quality.
grid cell
= width / 16
Square cells measured in source pixels. They are the test instrument: under a correct cover fit they stay square at every frame aspect, and the moment the maths degrades into a stretch they visibly become rectangles.
07
Behaviour
What it does about motion sensitivity, teardown and being finished.
Reduced motion
The aspect cycle does not advance: elapsed time stops accumulating and the phase is pinned to 0.5, so the frame holds at the midpoint between minAspect and maxAspect and never reshapes. The cover fit itself still runs every frame and still responds correctly to container resizes — what is removed is the autonomous animation, not the behaviour.
Cleanup
Removes the quad from the scene, disposes the CanvasTexture explicitly because it sits inside material.uniforms where disposeObject cannot reach it, runs disposeObject over the scene, disposes the geometry and material, then calls disposeRenderer — setAnimationLoop(null), dispose(), forceContextLoss() — and removes the canvas from the DOM. The stage ref is nulled before any of it, so a frame already queued by the shared RAF loop returns immediately instead of rendering into a dead context.
Definition of done
The frame reshapes continuously from tall to wide and back, pausing briefly at each extreme. Throughout, the grid cells stay square and the circle stays circular — nothing ever stretches. As the frame passes the source's own 16:9 ratio you can see the crop switch from trimming the top and bottom to trimming the sides, with the centre of the image staying put. Resize the container and the frame stays fully inside it at both ends of its cycle. With prefers-reduced-motion: reduce the frame holds at one aspect and does not animate, and the image inside it is still correctly cropped.
Pitfalls
Scaling the short axis up rather than the long axis down. scale.y = planeAspect / textureAspect when that ratio exceeds 1 pushes the sampled window past the edge of the texture, and with the default RepeatWrapping the far side of the image wraps into view as a bright seam across the frame.
Passing the container's aspect ratio as uPlaneAspect. The uniform has to be the aspect of the QUAD being drawn; hand it the canvas aspect instead and the crop stops tracking the frame entirely and only responds to browser-window resizes.
Leaving the orthographic camera at the default -1..1 bounds. A world unit is then a different number of pixels horizontally and vertically, so the quad is stretched by the viewport — faking the exact distortion this component exists to prevent. The bounds track the container aspect.
Applying the offset before the scale. (vUv + offset) * scale shrinks the offset along with the coordinate, so the crop drifts toward the origin as the aspect mismatch grows instead of staying centred.
Leaving wrapS / wrapT at RepeatWrapping. A rounding error of one ulp past 1.0 then wraps to the opposite edge of the image and shows as a one-pixel bright line; ClampToEdgeWrapping smears the border pixel instead, which is invisible.
Testing with a smooth gradient. Every fit looks correct on a gradient. A square grid and a true circle are what make a stretch obvious — the cells go rectangular and the circle goes elliptical.
Fitting the frame on width alone. The tall end of the aspect cycle then runs off the top and bottom of the container, hiding half of what is being demonstrated. The frame is contained on whichever axis is tighter.
Omitting #include <colorspace_fragment> from the ShaderMaterial. three only injects output conversion into its own materials, so raw linear values ship into an sRGB framebuffer and the quad renders visibly washed out.
Calling renderer.dispose() alone on unmount. It frees GPU objects but leaves the WebGL context alive, and Chromium silently kills the oldest context once a renderer process holds about 16 of them. disposeRenderer calls forceContextLoss.
Notes
The fit is per-fragment ratio arithmetic, so the quad is a single unsubdivided PlaneGeometry(1, 1). cylinder-gallery runs the same maths per vertex instead, because there it feeds a bend that needs the result before rasterisation.
The camera is orthographic so that world units map straight onto the frame: the mesh's scale IS its aspect ratio, with no frustum arithmetic sitting between the two.