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https://www.ravineo.com/_next/static/chunks/56f76645d700a1f3.js

js ravineo.com collected 2026-10-08 02:28:08 UTC 35,963 bytes, 130 lines download raw bytes

1(globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,154397,e=>{"use strict";e.s(["GLOBE_DEFAULTS",0,{layout:"rings",tileCount:353,sphereRadius:2.15,tileSize:.44,tileThickness:.02,cornerRadius:.11,chromaticAberration:6e-4,axisTilt:0,rotationSpeed:.08,tileColor:"#ffffff",edgeColor:"#867969",hoverLift:.16,backLevel:0,backTint:"#0A2924",falloff:.2,brandCount:24,orbitAltitude:.8,chipSize:.22,boostColor:"#f0a83a",boostWidth:.4,boostOpacity:1,boostSpeed:1.4,boostBandLength:.08,boostBandIntensity:2.15,signalColor:"#b299d6",signalWidth:1.2,signalOpacity:1,signalSpeed:2.85,signalDashDensity:20.5,signalDashRatio:.25,signalBreatheSpeed:6.65,signalErratic:.92,signalPattern:"waveform",signalWaveAmount:.74,connectorCurve:0,showFarSide:!1,farSideOpacity:0,cameraDistance:12,fov:41,theme:"light"}])},616359,e=>{"use strict";let t={gold800:"#d37100",gold500:"#e8a44a",purple800:"#3f0096",exposureHigh:"#a870f7"},a={dark_boost:{label:"Dark Boost",color:t.gold800,glyph:"usdPlus"},boosted:{label:"Boosted",color:t.gold800,glyph:"usdPlus"},partnership:{label:"Official Partnership",color:t.gold500,glyph:"usd"},sponsored:{label:"#Sponsored",color:t.gold500,glyph:"usd"},tagged:{label:"Tagged",color:t.purple800,glyph:"at"},linked:{label:"Linked",color:t.purple800,glyph:"link"},audible:{label:"Audibly Mentioned",color:t.purple800,glyph:"voice"},detected:{label:"Detected",color:t.exposureHigh,glyph:"sparkles"}};e.s(["BADGE_KINDS",0,a,"EXPOSURE_COLORS",0,t,"EXPOSURE_GLYPHS",0,{usdPlus:["M10.3609 6.10081C10.3609 5.69995 10.0359 5.375 9.63508 5.375C9.23423 5.375 8.90927 5.69995 8.90927 6.10081V6.73133C8.27912 6.79185 7.69295 6.98681 7.22442 7.29349C6.65873 7.66376 6.1875 8.25878 6.1875 9.02053V9.08851C6.1875 10.1685 7.08899 10.9304 8.08236 11.2555L10.7363 12.1241C11.4526 12.3585 11.631 12.7403 11.631 12.9115C11.631 13.0431 11.5491 13.2569 11.2203 13.472C10.898 13.683 10.4097 13.8372 9.83363 13.8372H9.63508C9.21242 13.8372 8.77534 13.7613 8.40136 13.6316C8.01533 13.4978 7.76035 13.3294 7.63861 13.1916C7.37316 12.8913 6.91448 12.863 6.61411 13.1284C6.31375 13.3939 6.28545 13.8526 6.5509 14.1529C6.89978 14.5477 7.41124 14.8247 7.92585 15.0031C8.23484 15.1102 8.56831 15.19 8.90927 15.2377V15.8992C8.90927 16.3 9.23423 16.625 9.63508 16.625C10.0359 16.625 10.3609 16.3 10.3609 15.8992V15.2585C10.9798 15.1867 11.5534 14.989 12.0153 14.6866C12.5998 14.304 13.0827 13.692 13.0827 12.9115C13.0827 11.8315 12.1812 11.0696 11.1878 10.7445L8.53386 9.87591C7.81757 9.64149 7.63911 9.2597 7.63911 9.08851V9.02053C7.63911 8.90769 7.70948 8.71092 8.01941 8.50805C8.32299 8.30935 8.78523 8.16276 9.33266 8.16276H9.63508C10.4967 8.16276 11.1525 8.473 11.4489 8.80836C11.7143 9.10872 12.173 9.13702 12.4734 8.87157C12.7737 8.60611 12.802 8.14743 12.5366 7.84707C12.029 7.27276 11.2373 6.89878 10.3609 6.76558V6.10081Z","M16.5 8C16.9142 8 17.25 8.33579 17.25 8.75V10.25H18.75C19.1642 10.25 19.5 10.5858 19.5 11C19.5 11.4142 19.1642 11.75 18.75 11.75H17.25V13.25C17.25 13.6642 16.9142 14 16.5 14C16.0858 14 15.75 13.6642 15.75 13.25V11.75H14.25C13.8358 11.75 13.5 11.4142 13.5 11C13.5 10.5858 13.8358 10.25 14.25 10.25H15.75V8.75C15.75 8.33579 16.0858 8 16.5 8Z"],usd:["M12 5.1875C12.4142 5.1875 12.75 5.52329 12.75 5.9375V6.62444C13.6557 6.76208 14.4737 7.14852 14.9982 7.74197C15.2725 8.05235 15.2433 8.52632 14.9329 8.80062C14.6225 9.07492 14.1486 9.04568 13.8743 8.7353C13.568 8.38876 12.8904 8.06818 12 8.06818H11.687
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t=e.i(663877),a=e.i(636330),r=e.i(506399),o=e.i(993679),i=e.i(570304),n=e.i(721348);let s=a.forwardRef(({envMap:e,resolution:t=256,frames:s=1/0,children:l,makeDefault:u,...d},c)=>{let h=(0,o.useThree)(({set:e})=>e),f=(0,o.useThree)(({camera:e})=>e),g=(0,o.useThree)(({size:e})=>e),p=a.useRef(null);a.useImperativeHandle(c,()=>p.current,[]);let b=a.useRef(null),m=function(e){let t=(0,o.useThree)(e=>e.size),r=(0,o.useThree)(e=>e.viewport),i="number"==typeof e?e:t.width*r.dpr,s=t.height*r.dpr,l=("number"==typeof e?void 0:e)||{},{samples:u=0,depth:d,...c}=l,h=null!=d?d:l.depthBuffer,f=a.useMemo(()=>{let e=new n.WebGLRenderTarget(i,s,{minFilter:n.LinearFilter,magFilter:n.LinearFilter,type:n.HalfFloatType,...c});return h&&(e.depthTexture=new n.DepthTexture(i,s,n.FloatType)),e.samples=u,e},[]);return a.useLayoutEffect(()=>{f.setSize(i,s),u&&(f.samples=u)},[u,f,i,s]),a.useEffect(()=>()=>f.dispose(),[]),f}(t);a.useLayoutEffect(()=>{d.manual||p.current.updateProjectionMatrix()},[g,d]),a.useLayoutEffect(()=>{p.current.updateProjectionMatrix()}),a.useLayoutEffect(()=>{if(u)return h(()=>({camera:p.current})),()=>h(()=>({camera:f}))},[p,u,h]);let v=0,C=null,y="function"==typeof l;return(0,i.useFrame)(t=>{y&&(s===1/0||v<s)&&(b.current.visible=!1,t.gl.setRenderTarget(m),C=t.scene.background,e&&(t.scene.background=e),t.gl.render(t.scene,p.current),t.scene.background=C,t.gl.setRenderTarget(null),b.current.visible=!0,v++)}),a.createElement(a.Fragment,null,a.createElement("orthographicCamera",(0,r.default)({left:-(g.width/2),right:g.width/2,top:g.height/2,bottom:-(g.height/2),ref:p},d),!y&&l),a.createElement("group",{ref:b},y&&l(m.texture)))});var l=e.i(28150),u=e.i(616359),d=e.i(154397);let c=["Dark Boost","Boosted","Official Partnership","#Sponsored"],h=["Audibly Mentioned","Detected","Tagged","Linked"],f=[1,1,1,1],g=[2,2,1,1],p=(e,t,a)=>{let r=e*a.reduce((e,t)=>
1e+t,0);for(let[e,o]of a.entries())if((r-=o)<0)return t[e]??t[0];return t.at(-1)},b={dove:-Math.PI/2,nivea:5*Math.PI/6,garnier:Math.PI/6},m=["dove","nivea","garnier"],v=(e,t)=>{let a=Math.abs(e-t)%(2*Math.PI);return a>Math.PI&&(a=2*Math.PI-a),a},C=e=>{let t=m[0],a=1/0;for(let r of m){let o=v(e,b[r]);o<a&&(a=o,t=r)}return t},y=(e,t)=>{let a=b[e];return{x:300+t*Math.cos(a)-52,y:300+t*Math.sin(a)-19,w:104,h:38,brand:e}};function x(e,t){let a,r=t?.count??36,o=t?.scaleMin??.4,i=t?.scaleMax??.7,n=t?.ringRadiusX??235,s=t?.ringRadiusY??235,l=t?.ringInnerFactor??.8,u=t?.chipOrbitRadius??142,d=t?.boostedFraction??{nivea:.42,garnier:.42,dove:.42},b=i-o,m=(a=0|e,()=>{let e=Math.imul((a=a+0x6d2b79f5|0)^a>>>15,1|a);return(((e=e+Math.imul(e^e>>>7,61|e)^e)^e>>>14)>>>0)/0x100000000}),v=[];for(let e=0;e<r;e++){let t=(m()-.5)*(2*Math.PI/r)*.9,a=e/r*Math.PI*2+t,i=l+m()*(1-l),u=300+n*i*Math.cos(a),y=300+s*i*Math.sin(a),x=o+m()*b,S=64*x,M=94*x,w=u-S/2,A=y-M/2,B=C(Math.atan2(y-300,u-300)),D=x>o+.12||.65>m(),L=m()<d[B]?"boosted":"organic",R="boosted"===L?p(m(),c,f):p(m(),h,g);v.push({x:w,y:A,w:S,h:M,scale:x,brand:B,type:L,connected:D,imageIndex:v.length,bow:70*m()-35,floatDur:4.5+4*m(),floatDelay:-(5*m()),lineDur:"boosted"===L?2+1.4*m():3+1.8*m(),dash:16+Math.floor(16*m()),badge:R})}let x={dove:y("dove",u),nivea:y("nivea",u),garnier:y("garnier",u)};return{width:600,height:600,cards:v,chips:x,chipAnchor:e=>{let t=x[e.brand];return[t.x+t.w/2,t.y+t.h/2]}}}e.s(["buildDuelLayout",0,x],211492);let S=`
2  attribute vec3 aDir;
3  attribute float aSide;
4  attribute float aAlong;
5  attribute float aSeed;
6  attribute float aLength;
7  attribute float aBobPhase;
8  attribute float aBobOmega;
9  attribute float aBobWeight;
10  uniform float uWidth;
11  uniform float uClock;
12  uniform float uBobActive;
13  varying float vAlong;
14  varying float vSide;
15  varying float vSeed;
16  varying float vDist;
17  varying float vFacing;
18  // Card-plane bob — MUST match BOB_X / BOB_Y in this file so the ribbon's card endpoint stays
19  // glued to the (separately-bobbed) card mesh. The geometry is built ONCE from base positions;
20  // the bob is re-applied here on the GPU instead of rebuilding geometry every frame on the CPU.
21  const float BOB_X = 1.0;
22  const float BOB_Y = 3.5;
23  void main() {
24    vAlong = aAlong;
25    vSide = aSide;
26    vSeed = aSeed;
27    vDist = aAlong * aLength;
28    vFacing = 1.0;
29    // Re-apply the card's bob at the card endpoint (weight 1), fading to 0 at the chip endpoint.
30    float ph = uClock * aBobOmega + aBobPhase;
31    vec3 pos = position;
32    pos.x += cos(ph) * BOB_X * aBobWeight * uBobActive;
33    pos.y += sin(ph) * BOB_Y * aBobWeight * uBobActive;
34    vec4 mv = modelViewMatrix * vec4(pos, 1.0);
35    vec3 dirView = normalize((modelViewMatrix * vec4(aDir, 0.0)).xyz);
36    vec3 perp = cross(dirView, vec3(0.0, 0.0, 1.0));
37    if (length(perp) < 1e-4) perp = vec3(1.0, 0.0, 0.0);
38    perp = normalize(perp);
39    mv.xyz += perp * aSide * uWidth * 0.012;
40    gl_Position = projectionMatrix * mv;
41  }
42`,M=`
43  precision highp float;
44  uniform vec3 uColor;
45  uniform float uOpacity;
46  uniform float uClock;
47  uniform float uSpeed;
48  uniform float uBandLength;
49  uniform float uBandIntensity;
50  varying float vAlong;
51  varying float vSide;
52  varying float vSeed;
53  varying float vFacing;
54  void main() {
55    float fade = smoothstep(0.0, 0.4, vFacing);
56    if (fade <= 0.0) discard;
57    float across = abs(vSide);
58    // Solid line with a thin crisp edge (not a wide gradient) so it stays sharp at any width.
59    float core = 1.0 - smoothstep(0.82, 0.98, across);
60    float head = fract(uClock * uSpeed + vSeed);
61    // Wrap the distance toroidally so the band flows continuously: as one highlight reaches the
62    // card (along 1), the next is already entering from the chip (along 0) — no abrupt gap.
63    float dd = abs(vAlong - head);
64    dd = min(dd, 1.0 - dd);
65    // Plateau band (solid core + thin edge) rather than a gaussian — crisp, not blurry, when wide.
66    float band = 1.0 - smoothstep(uBandLength * 0.6, uBandLength, dd);
67    float bandShape = band * (1.0 - smoothstep(0.92, 1.0, across));
68    vec3 color = mix(uColor, vec3(1.0), band * 0.5);
69    float alpha = (core * uOpacity + bandShape * uBandIntensity) * fade;
70    if (alpha <= 0.002) discard;
71    gl_FragColor = vec4(color, clamp(alpha, 0.0, 1.0));
72  }
73`,w=`
74  precision highp float;
75  uniform vec3 uColor;
76  uniform float uOpacity;
77  uniform float uClock;
78  uniform float uSpeed;
79  uniform float uDashDensity;
80  uniform float uDashRatio;
81  uniform float uBreatheSpeed;
82  uniform float uErratic;
83  uniform float uPattern;
84  uniform float uWaveAmount;
85  varying float vAlong;
86  varying float vSide;
87  varying float vSeed;
88  varying float vDist;
89  varying float vFacing;
90  float hash(float n) { return fract(sin(n * 12.9898) * 43758.5453); }
91  void main() {
92    float fade = smoothstep(0.0, 0.4, vFacing);
93    if (fade <= 0.0) discard;
94    // Minus sign: dashes flow from the content card (along 0) toward the brand chip (along 1) —
95    // content → brand. (The boost shader keeps brand → content with its + sign.)
96    float d = vDist * uDashDensity - uClock * uSpeed;
97    float cell = floor(d);
98    float f = fract(d);
99
100    // Each dot's size is driven by TIME (not just its track position), phase-offset per dot, so the
101    // travelling train collectively reads as a talking sound waveform that grows and shrinks.
102    float amp = 1.0;
103    float gate = 1.0;
104    if (uPattern > 1.5) {
105      float wave = 0.5 + 0.35 * sin(uClock * uBreatheSpeed + cell * 0.9)
106                 + 0.25 * sin(uClock * uBreatheSpeed * 1.7 + cell * 2.3);
107      amp = mix(1.0, clamp(wave, 0.12, 1.3), uWaveAmount);
108    } else if (uPattern > 0.5) {
109      // burst: clusters flowing outward
110      gate = smoothstep(0.0, 0.25, sin(d * 0.22) - mix(-0.6, 0.4, uWaveAmount));
111    }
112
113    // Round dot centred in each cell; radius scales with amp (grows/shrinks). Solid with a thin
114    // crisp edge so big dots stay sharp instead of blurring into gradients.
115    float alongTerm = (f - 0.5) / max(uDashRatio, 0.05);
116    float dist = length(vec2(alongTerm, vSide)) / max(amp, 0.05);
117    float dot = 1.0 - smoothstep(0.82, 1.0, dist);
118
119    float phase = uClock * uBreatheSpeed + hash(cell + vSeed * 17.0) * 6.2831 * uErratic;
120    float shimmer = 0.4 + 0.6 * (0.5 + 0.5 * sin(phase));
121    float alpha = dot * gate * shimmer * uOpacity * fade;
122    if (alpha <= 0.002) discard;
123    gl_FragColor = vec4(uColor, clamp(alpha, 0.0, 1.0));
124  }
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Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.