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@statico
Created March 30, 2026 03:28
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How codewiki.google Works

How codewiki.google Works

Stack: Angular app with Three.js embedded directly (~1MB in the JS bundle). No GSAP, no Lottie, no external animation libraries.


1. Cube Split/Assemble Animation

Three.js + scroll-driven interpolation. The cube is not one mesh breaking apart — it's two sets of PlaneGeometry faces (split state vs. assembled state) with the visible cube interpolating between them:

  • Split state: 4 plane meshes at scattered positions/rotations
  • Assembled state: 6 plane meshes arranged as cube faces at +/-0.5 offsets
  • On scroll, it lerps positions and slerps quaternions between the two states using eased scroll progress:
    E = 0.5 * (1 - Math.sin(Math.PI * (0.5 - scrollProgress))); // sinusoidal ease
    mesh.position.lerp(assembledPosition, E);
    mesh.quaternion.slerp(assembledQuaternion, E);
  • Wireframe edges use Three.js's LineMaterial / LineSegmentsGeometry (fat-line implementation)
  • IntersectionObserver gates the render loop on/off when the canvas is visible
  • ImprovedNoise (Perlin noise) drives subtle idle floating

2. Glass Chromatic Aberration

Custom GLSL3 shaders with a two-pass rendering pipeline:

Pass 1 — Render backface normals to an offscreen WebGLRenderTarget:

FragColor = vec4(worldNormal, 1.0); // BackSide rendering

Pass 2 — Per-channel refraction with different indices of refraction:

const float iorRed   = 1.0 / 1.15;
const float iorGreen = 1.0 / 1.15;
const float iorBlue  = 1.0 / 1.18;  // slightly different -> color split

for (int i = 0; i < 16; i++) {
    float slide = float(i) / 16.0 * 0.1;
    color.r += texture(tMap, uv + refract(eye, normal, iorRed).xy   * 0.3).r;
    color.g += texture(tMap, uv + refract(eye, normal, iorGreen).xy * 0.5).g;
    color.b += texture(tMap, uv + refract(eye, normal, iorBlue).xy  * 0.5).b;
}
  • Blended normals (67% front + 33% back) create thickness-dependent refraction — edges refract more
  • 16-iteration loop with progressive slide offset for smoother dispersion
  • Fresnel rim lighting: pow(1 - abs(dot(eye, normal)), 3) tints edges with an accent color

3. Progressive Blur Under Sticky Header

Pure CSS. No JS. Seven stacked <div>s, each with increasing backdrop-filter: blur() and a shifted CSS mask gradient:

Layer Blur Mask band
1 1px 0-40%
2 2px 10-50%
3 4px 15-60%
4 8px 20-70%
5 16px 40-90%
6 32px 60-80%
7 64px 70-100%

Each layer only applies blur within its mask band. The container is transform: rotate(180deg) so the blur increases downward from the header. Overlapping masks create a smooth gradient from sharp to fully blurred.


4. Search Input Animated Border

Pure CSS using the Motion Path spec (offset-path). No JS animation at all:

.shine::before, .shine::after {
  offset-path: border-box;           /* path = element's border perimeter */
  offset-anchor: 100% 50%;
  background: radial-gradient(/* accent-colored glow blob */);
  filter: blur(12px);
  animation: trail 15s infinite linear;
}
.shine::after {
  offset-distance: 50%;              /* starts opposite side */
}
@keyframes trail {
  to { offset-distance: 100%; }
}

Two pseudo-elements with radial gradient blobs travel along the element's border box perimeter via offset-distance: 0% -> 100%. The ::after starts at 50% so they're always on opposite sides. filter: blur(12px) softens them into a glow. On :focus-within, the blob expands to 800px width for an intensified effect.


Summary

Effect Tech Libraries
Cube animation WebGL + scroll Three.js (embedded)
Glass/chromatic aberration Custom GLSL3 shaders Three.js RawShaderMaterial
Progressive blur backdrop-filter + mask None — pure CSS
Border shine offset-path: border-box None — pure CSS
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