Shop integration
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@@ -27,7 +27,7 @@ video.addEventListener("loadedmetadata", () => {
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async function startBuffering() {
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video.currentTime = 0;
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video.playbackRate = 1; // Standard speed for better capture quality
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video.playbackRate = 4.0; // Increased speed for faster loading
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await video.play();
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function capture() {
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@@ -135,3 +135,151 @@ function initScrollAnimation() {
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}
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});
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}
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// --- 3D Parallax Implementation ---
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async function initParallax() {
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// Wait for generic window load to ensure Three.js is ready
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if (typeof THREE === 'undefined') {
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console.warn("Three.js not loaded yet. Retrying...");
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requestAnimationFrame(initParallax);
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return;
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}
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const parallaxCanvas = document.querySelector("#parallax-canvas");
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if (!parallaxCanvas) return;
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// SCENE SETUP
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer({ canvas: parallaxCanvas, alpha: true, antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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// TEXTURE LOADER
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const textureLoader = new THREE.TextureLoader();
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// Load textures
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// Note: Assuming these files exist in the same directory/public folder
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const [originalTexture, depthTexture] = await Promise.all([
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new Promise(resolve => textureLoader.load('workshop.jpg', resolve)),
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new Promise(resolve => textureLoader.load('workshop_depth.png', resolve))
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]);
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// GEOMETRY & MATERIAL
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const geometry = new THREE.PlaneGeometry(16, 9, 128, 128); // Increased segments for smoother displacement
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const material = new THREE.ShaderMaterial({
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uniforms: {
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tImage: { value: originalTexture },
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tDepth: { value: depthTexture },
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uDepthScale: { value: 3.0 }, // Exaggerated depth
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uMouse: { value: new THREE.Vector2(0, 0) },
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uScroll: { value: 0 }
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},
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vertexShader: `
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varying vec2 vUv;
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varying float vDisplacement;
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uniform sampler2D tDepth;
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uniform float uDepthScale;
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uniform vec2 uMouse;
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void main() {
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vUv = uv;
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float depth = texture2D(tDepth, uv).r;
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vDisplacement = depth;
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vec3 newPosition = position;
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// Displace along Z
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newPosition.z += depth * uDepthScale;
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// Mouse Parallax (Simulate perspective shift)
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// Closer objects (light depth) move more than far objects
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newPosition.x += (uMouse.x * depth * 0.5);
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newPosition.y += (uMouse.y * depth * 0.5);
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gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
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}
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`,
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fragmentShader: `
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varying vec2 vUv;
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uniform sampler2D tImage;
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void main() {
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gl_FragColor = texture2D(tImage, vUv);
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}
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`,
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side: THREE.DoubleSide
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});
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const mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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camera.position.z = 5;
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// MOUSE INTERACTION
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window.addEventListener("mousemove", (e) => {
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const x = (e.clientX / window.innerWidth) * 2 - 1;
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const y = -(e.clientY / window.innerHeight) * 2 + 1;
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// Smooth lerp could be better, but direct set for responsiveness
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gsap.to(material.uniforms.uMouse.value, {
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x: x * 0.5, // Sensitivity
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y: y * 0.5,
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duration: 1,
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ease: "power2.out"
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});
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});
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// RESIZE HANDLER
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function handleResize() {
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const videoAspect = 16 / 9;
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const windowAspect = window.innerWidth / window.innerHeight;
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camera.aspect = windowAspect;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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// Cover logic
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if (windowAspect < videoAspect) {
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mesh.scale.set(videoAspect / windowAspect, 1, 1);
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} else {
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mesh.scale.set(1, windowAspect / videoAspect, 1);
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}
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}
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window.addEventListener('resize', handleResize);
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handleResize(); // Initial call
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// SCROLL ANIMATION (GSAP)
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const tl = gsap.timeline({
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scrollTrigger: {
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trigger: ".parallax-section",
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start: "top top",
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end: "bottom bottom",
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scrub: true
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}
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});
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tl.to(camera.position, {
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z: 3.5,
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ease: "none"
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}, 0);
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// Fade out to reveal product
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tl.to(".product-reveal", { opacity: 1, duration: 0.2 }, 0.9);
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tl.to(parallaxCanvas, { opacity: 0, duration: 0.2 }, 0.95);
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function animate() {
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requestAnimationFrame(animate);
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renderer.render(scene, camera);
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}
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animate();
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}
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// Start
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initParallax();
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