Codrops 원본
Building a 3D Infinite Carousel with Reactive Background Gradients
배경 · MIT
갤러리 안에서는 화면을 벗어나거나 움직임을 멈추면 예제도 닫힙니다. 다시 재생할 때는 처음부터 시작해요.
SOURCE FILES
원본 코드 읽기
수집한 원본 소스와 실행 안내를 함께 제공합니다.
base.css
*,
*::after,
*::before {
box-sizing: border-box;
}
:root {
font-size: 12px;
--color-text: #000000;
--color-bg: #ffffff;
--color-link: #000000;
--color-link-hover: #000000;
--page-padding: 1.5rem;
}
body {
margin: 0;
color: var(--color-text);
background-color: var(--color-bg);
font-family: ui-sans-serif, system-ui, -apple-system, Segoe UI, Roboto, Helvetica, Arial;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
}
a {
text-decoration: none;
color: var(--color-link);
outline: none;
cursor: pointer;
&:hover {
text-decoration: underline;
color: var(--color-link-hover);
}
&:focus {
outline: none;
background: lightgrey;
&:not(:focus-visible) {
background: transparent;
}
&:focus-visible {
outline: 2px solid red;
background: transparent;
}
}
}
.frame {
padding: 3rem var(--page-padding) 0;
display: grid;
z-index: 1000;
position: relative;
grid-row-gap: 1rem;
grid-column-gap: 2rem;
pointer-events: none;
justify-items: start;
grid-template-columns: auto auto;
grid-template-areas:
'title'
'back'
'archive'
'github'
'demos'
'tags'
'sponsor';
#cdawrap {
justify-self: start;
grid-area: sponsor;
}
a,
button {
pointer-events: auto;
}
.frame__title {
grid-area: title;
font-size: inherit;
margin: 0;
}
.frame__back {
grid-area: back;
justify-self: start;
}
.frame__archive {
grid-area: archive;
justify-self: start;
}
.frame__github {
grid-area: github;
}
.frame__tags {
grid-area: tags;
display: flex;
flex-wrap: wrap;
gap: 1rem;
}
.frame__demos {
grid-area: demos;
display: flex;
flex-wrap: wrap;
gap: 1rem;
}
@media screen and (min-width: 53em) {
padding: var(--page-padding);
height: 100%;
position: fixed;
top: 0;
left: 0;
width: 100%;
grid-template-columns: auto auto auto auto 1fr;
grid-template-rows: auto auto;
align-content: space-between;
grid-template-areas:
'title back github archive demos'
'tags tags tags sponsor sponsor';
.frame__tags {
align-self: end;
}
.frame__demos,
#cdawrap {
justify-self: end;
text-align: right;
max-width: 300px;
}
}
}
.content {
padding: var(--page-padding);
display: flex;
flex-direction: column;
width: 100vw;
position: relative;
@media screen and (min-width: 53em) {
min-height: 100vh;
justify-content: center;
align-items: center;
}
}
index.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<meta name="color-scheme" content="light" />
<title>Infinite Gradient 3D Carousel</title>
<link rel="icon" type="image/svg+xml" href="https://tympanus.net/favicon/favicon.svg" />
<link rel="shortcut icon" href="https://tympanus.net/favicon/favicon.ico" />
<link rel="stylesheet" href="./base.css" />
<link rel="stylesheet" href="./styles.css" />
</head>
<body>
<main class="stage" aria-live="polite">
<header class="frame">
<h1 class="frame__title">
Infinite Gradient 3D Carousel by
<a href="https://clementgrellier.fr/" target="_blank">Clément Grellier</a>
</h1>
<a class="frame__back" href="https://tympanus.net/codrops/?p=103532">Article</a>
<a class="frame__archive" href="https://tympanus.net/codrops/hub/">All demos</a>
<a class="frame__github" href="https://github.com/clementgrellier/gradientslider">GitHub</a>
<nav class="frame__tags">
<a href="https://tympanus.net/codrops/demos/?tag=carousel">#carousel</a>
<a href="https://tympanus.net/codrops/demos/?tag=gsap">#gsap</a>
<a href="https://tympanus.net/codrops/demos/?tag=scroll">#scroll</a>
<a href="https://tympanus.net/codrops/demos/?tag=draggable">#draggable</a>
<a href="https://tympanus.net/codrops/demos/?tag=infinite">#infinite</a>
<a href="https://tympanus.net/codrops/demos/?tag=3d">#3d</a>
</nav>
</header>
<div id="loader" class="loader" aria-label="Loading" aria-live="assertive">
<div class="loader__content">
<div class="loader__ring" aria-hidden="true"></div>
</div>
</div>
<canvas id="bg" aria-hidden="true"></canvas>
<section id="cards" class="cards" aria-label="Infinite carousel of images"></section>
</main>
<!-- GSAP core for entry animation -->
<script src="https://cdn.jsdelivr.net/npm/gsap@3.13.0/dist/gsap.min.js"></script>
<script src="./script.js" defer></script>
</body>
</html>
함께 쓰는 파일 5개 보기
script.js
/*
Infinite Gradient 3D Carousel
A smooth, infinite-scrolling 3D carousel with dynamic gradient backgrounds
that change based on the active card's colors.
*/
// ============================================================================
// CONFIGURATION
// ============================================================================
const IMAGES = [
'./img/img01.webp',
'./img/img02.webp',
'./img/img03.webp',
'./img/img04.webp',
'./img/img05.webp',
'./img/img06.webp',
'./img/img07.webp',
'./img/img08.webp',
'./img/img09.webp',
'./img/img10.webp',
];
// Physics constants
const FRICTION = 0.9; // Velocity decay (0-1, lower = more friction)
const WHEEL_SENS = 0.6; // Mouse wheel sensitivity
const DRAG_SENS = 1.0; // Drag sensitivity
// Visual constants
const MAX_ROTATION = 28; // Maximum card rotation in degrees
const MAX_DEPTH = 140; // Maximum Z-axis depth in pixels
const MIN_SCALE = 0.92; // Minimum card scale
const SCALE_RANGE = 0.1; // Scale variation range
const GAP = 28; // Gap between cards in pixels
// ============================================================================
// DOM REFERENCES
// ============================================================================
const stage = document.querySelector('.stage');
const cardsRoot = document.getElementById('cards');
const bgCanvas = document.getElementById('bg');
const bgCtx = bgCanvas?.getContext('2d', { alpha: false });
const loader = document.getElementById('loader');
// ============================================================================
// STATE MANAGEMENT
// ============================================================================
// Carousel state
let items = []; // Array of {el: HTMLElement, x: number}
let positions = []; // Float32Array for wrapped positions
let activeIndex = -1; // Currently centered card index
let isEntering = true; // Prevents interaction during entry animation
// Layout measurements
let CARD_W = 300; // Card width (measured dynamically)
let CARD_H = 400; // Card height (measured dynamically)
let STEP = CARD_W + GAP; // Distance between card centers
let TRACK = 0; // Total carousel track length
let SCROLL_X = 0; // Current scroll position
let VW_HALF = window.innerWidth * 0.5;
// Physics state
let vX = 0; // Velocity in X direction
// Animation frame IDs
let rafId = null; // Carousel animation frame
let bgRAF = null; // Background animation frame
let lastTime = 0; // Last frame timestamp
let lastBgDraw = 0; // Last background draw time
// Background gradient state
let gradPalette = []; // Extracted colors from each image
let gradCurrent = { // Current interpolated gradient colors
r1: 240, g1: 240, b1: 240, // First gradient color (RGB)
r2: 235, g2: 235, b2: 235 // Second gradient color (RGB)
};
let bgFastUntil = 0; // Timestamp until which to render at high FPS
// ============================================================================
// UTILITY FUNCTIONS
// ============================================================================
/**
* Safe modulo operation that handles negative numbers correctly
* @param {number} n - The dividend
* @param {number} m - The divisor
* @returns {number} The positive remainder
*/
function mod(n, m) {
return ((n % m) + m) % m;
}
// ============================================================================
// IMAGE PRELOADING
// ============================================================================
/**
* Preload images using link tags for browser optimization
* @param {string[]} srcs - Array of image URLs
*/
function preloadImageLinks(srcs) {
if (!document.head) return;
srcs.forEach((href) => {
const link = document.createElement('link');
link.rel = 'preload';
link.as = 'image';
link.href = href;
link.fetchPriority = 'high';
document.head.appendChild(link);
});
}
/**
* Wait for all card images to finish loading
* @returns {Promise<void>}
*/
function waitForImages() {
const promises = items.map((it) => {
const img = it.el.querySelector('img');
if (!img || img.complete) return Promise.resolve();
return new Promise((resolve) => {
const done = () => resolve();
img.addEventListener('load', done, { once: true });
img.addEventListener('error', done, { once: true });
});
});
return Promise.all(promises);
}
/**
* Decode all images to prevent jank during first interaction
* @returns {Promise<void>}
*/
async function decodeAllImages() {
const tasks = items.map((it) => {
const img = it.el.querySelector('img');
if (!img) return Promise.resolve();
if (typeof img.decode === 'function') {
return img.decode().catch(() => {});
}
return Promise.resolve();
});
await Promise.allSettled(tasks);
}
// ============================================================================
// CAROUSEL SETUP
// ============================================================================
/**
* Create card DOM elements from image array
*/
function createCards() {
cardsRoot.innerHTML = '';
items = [];
const fragment = document.createDocumentFragment();
IMAGES.forEach((src, i) => {
const card = document.createElement('article');
card.className = 'card';
card.style.willChange = 'transform'; // Force GPU compositing
const img = new Image();
img.className = 'card__img';
img.decoding = 'async';
img.loading = 'eager';
img.fetchPriority = 'high';
img.draggable = false;
img.src = src;
card.appendChild(img);
fragment.appendChild(card);
items.push({ el: card, x: i * STEP });
});
cardsRoot.appendChild(fragment);
}
/**
* Measure card dimensions and calculate layout
*/
function measure() {
const sample = items[0]?.el;
if (!sample) return;
const r = sample.getBoundingClientRect();
CARD_W = r.width || CARD_W;
CARD_H = r.height || CARD_H;
STEP = CARD_W + GAP;
TRACK = items.length * STEP;
// Set initial positions
items.forEach((it, i) => {
it.x = i * STEP;
});
positions = new Float32Array(items.length);
}
// ============================================================================
// TRANSFORM CALCULATIONS
// ============================================================================
function computeTransformComponents(screenX) {
const norm = Math.max(-1, Math.min(1, screenX / VW_HALF));
const absNorm = Math.abs(norm);
const invNorm = 1 - absNorm;
const ry = -norm * MAX_ROTATION;
const tz = invNorm * MAX_DEPTH;
const scale = MIN_SCALE + invNorm * SCALE_RANGE;
return { norm, absNorm, invNorm, ry, tz, scale };
}
/**
* Calculate 3D transform for a card based on its screen position
* @param {number} screenX - Card's X position relative to viewport center
* @returns {{transform: string, z: number}} Transform string and Z-depth
*/
function transformForScreenX(screenX) {
const { ry, tz, scale } = computeTransformComponents(screenX);
return {
transform: `translate3d(${screenX}px,-50%,${tz}px) rotateY(${ry}deg) scale(${scale})`,
z: tz,
};
}
/**
* Update all card transforms based on current scroll position
*/
function updateCarouselTransforms() {
const half = TRACK / 2;
let closestIdx = -1;
let closestDist = Infinity;
// Calculate wrapped positions for infinite scroll
for (let i = 0; i < items.length; i++) {
let pos = items[i].x - SCROLL_X;
// Wrap position to nearest equivalent position
if (pos < -half) pos += TRACK;
if (pos > half) pos -= TRACK;
positions[i] = pos;
// Track closest card to center
const dist = Math.abs(pos);
if (dist < closestDist) {
closestDist = dist;
closestIdx = i;
}
}
// Get adjacent cards for selective blur
const prevIdx = (closestIdx - 1 + items.length) % items.length;
const nextIdx = (closestIdx + 1) % items.length;
// Apply transforms to all cards
for (let i = 0; i < items.length; i++) {
const it = items[i];
const pos = positions[i];
const norm = Math.max(-1, Math.min(1, pos / VW_HALF));
const { transform, z } = transformForScreenX(pos);
it.el.style.transform = transform;
it.el.style.zIndex = String(1000 + Math.round(z)); // Higher z-index for cards in front
// Apply subtle blur to non-core cards
const isCore = i === closestIdx || i === prevIdx || i === nextIdx;
const blur = isCore ? 0 : 2 * Math.pow(Math.abs(norm), 1.1);
it.el.style.filter = `blur(${blur.toFixed(2)}px)`;
}
// Update gradient if active card changed
if (closestIdx !== activeIndex) {
setActiveGradient(closestIdx);
}
}
// ============================================================================
// ANIMATION LOOP
// ============================================================================
/**
* Main animation loop for carousel movement
* @param {number} t - Current timestamp
*/
function tick(t) {
const dt = lastTime ? (t - lastTime) / 1000 : 0;
lastTime = t;
// Apply velocity to scroll position
SCROLL_X = mod(SCROLL_X + vX * dt, TRACK);
// Apply friction to velocity
const decay = Math.pow(FRICTION, dt * 60);
vX *= decay;
if (Math.abs(vX) < 0.02) vX = 0;
updateCarouselTransforms();
rafId = requestAnimationFrame(tick);
}
/**
* Start the carousel animation loop
*/
function startCarousel() {
cancelCarousel();
lastTime = 0;
rafId = requestAnimationFrame((t) => {
updateCarouselTransforms();
tick(t);
});
}
/**
* Stop the carousel animation loop
*/
function cancelCarousel() {
if (rafId) cancelAnimationFrame(rafId);
rafId = null;
}
// ============================================================================
// COLOR EXTRACTION & UTILITIES
// ============================================================================
/**
* Convert RGB to HSL color space
* @param {number} r - Red (0-255)
* @param {number} g - Green (0-255)
* @param {number} b - Blue (0-255)
* @returns {[number, number, number]} [hue (0-360), saturation (0-1), lightness (0-1)]
*/
function rgbToHsl(r, g, b) {
r /= 255;
g /= 255;
b /= 255;
const max = Math.max(r, g, b);
const min = Math.min(r, g, b);
let h, s;
const l = (max + min) / 2;
if (max === min) {
h = 0;
s = 0; // Achromatic
} else {
const d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch (max) {
case r:
h = (g - b) / d + (g < b ? 6 : 0);
break;
case g:
h = (b - r) / d + 2;
break;
default:
h = (r - g) / d + 4;
break;
}
h /= 6;
}
return [h * 360, s, l];
}
/**
* Convert HSL to RGB color space
* @param {number} h - Hue (0-360)
* @param {number} s - Saturation (0-1)
* @param {number} l - Lightness (0-1)
* @returns {[number, number, number]} [red (0-255), green (0-255), blue (0-255)]
*/
function hslToRgb(h, s, l) {
h = ((h % 360) + 360) % 360;
h /= 360;
let r, g, b;
if (s === 0) {
r = g = b = l; // Achromatic
} else {
const hue2rgb = (p, q, t) => {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
};
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
r = hue2rgb(p, q, h + 1 / 3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1 / 3);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
/**
* Generate fallback colors when extraction fails
* @param {number} idx - Card index
* @returns {{c1: number[], c2: number[]}} Two RGB colors
*/
function fallbackFromIndex(idx) {
const h = (idx * 37) % 360; // Spread hues across spectrum
const s = 0.65;
const c1 = hslToRgb(h, s, 0.52);
const c2 = hslToRgb(h, s, 0.72);
return { c1, c2 };
}
/**
* Extract dominant colors from an image using histogram analysis
* @param {HTMLImageElement} img - Image element to analyze
* @param {number} idx - Card index (for fallback)
* @returns {{c1: number[], c2: number[]}} Two dominant RGB colors
*/
function extractColors(img, idx) {
try {
// Downscale image for faster processing
const MAX = 48;
const ratio = img.naturalWidth && img.naturalHeight ? img.naturalWidth / img.naturalHeight : 1;
const tw = ratio >= 1 ? MAX : Math.max(16, Math.round(MAX * ratio));
const th = ratio >= 1 ? Math.max(16, Math.round(MAX / ratio)) : MAX;
// Draw image to temporary canvas
const canvas = document.createElement('canvas');
canvas.width = tw;
canvas.height = th;
const ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, tw, th);
const data = ctx.getImageData(0, 0, tw, th).data;
// Create 2D histogram bins (hue × saturation)
const H_BINS = 36; // 10° hue increments
const S_BINS = 5; // 20% saturation increments
const SIZE = H_BINS * S_BINS;
const wSum = new Float32Array(SIZE); // Weighted pixel count
const rSum = new Float32Array(SIZE); // Weighted red sum
const gSum = new Float32Array(SIZE); // Weighted green sum
const bSum = new Float32Array(SIZE); // Weighted blue sum
// Analyze each pixel
for (let i = 0; i < data.length; i += 4) {
const a = data[i + 3] / 255;
if (a < 0.05) continue; // Skip transparent pixels
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
const [h, s, l] = rgbToHsl(r, g, b);
// Skip near-white, near-black, and desaturated colors
if (l < 0.1 || l > 0.92 || s < 0.08) continue;
// Weight by saturation and mid-tone preference
const w = a * (s * s) * (1 - Math.abs(l - 0.5) * 0.6);
// Calculate bin indices
const hi = Math.max(0, Math.min(H_BINS - 1, Math.floor((h / 360) * H_BINS)));
const si = Math.max(0, Math.min(S_BINS - 1, Math.floor(s * S_BINS)));
const bidx = hi * S_BINS + si;
// Accumulate weighted values
wSum[bidx] += w;
rSum[bidx] += r * w;
gSum[bidx] += g * w;
bSum[bidx] += b * w;
}
// Find primary color (bin with highest weight)
let pIdx = -1;
let pW = 0;
for (let i = 0; i < SIZE; i++) {
if (wSum[i] > pW) {
pW = wSum[i];
pIdx = i;
}
}
if (pIdx < 0 || pW <= 0) return fallbackFromIndex(idx);
const pHue = Math.floor(pIdx / S_BINS) * (360 / H_BINS);
// Find secondary color (sufficiently different hue)
let sIdx = -1;
let sW = 0;
for (let i = 0; i < SIZE; i++) {
const w = wSum[i];
if (w <= 0) continue;
const h = Math.floor(i / S_BINS) * (360 / H_BINS);
let dh = Math.abs(h - pHue);
dh = Math.min(dh, 360 - dh); // Shortest distance on color wheel
if (dh >= 25 && w > sW) { // At least 25° different
sW = w;
sIdx = i;
}
}
// Calculate weighted average RGB for a bin
const avgRGB = (idx) => {
const w = wSum[idx] || 1e-6;
return [
Math.round(rSum[idx] / w),
Math.round(gSum[idx] / w),
Math.round(bSum[idx] / w)
];
};
// Build primary color
const [pr, pg, pb] = avgRGB(pIdx);
let [h1, s1] = rgbToHsl(pr, pg, pb);
s1 = Math.max(0.45, Math.min(1, s1 * 1.15)); // Boost saturation
const c1 = hslToRgb(h1, s1, 0.5);
// Build secondary color
let c2;
if (sIdx >= 0 && sW >= pW * 0.6) {
// Use distinct secondary color
const [sr, sg, sb] = avgRGB(sIdx);
let [h2, s2] = rgbToHsl(sr, sg, sb);
s2 = Math.max(0.45, Math.min(1, s2 * 1.05));
c2 = hslToRgb(h2, s2, 0.72);
} else {
// Use lighter version of primary
c2 = hslToRgb(h1, s1, 0.72);
}
return { c1, c2 };
} catch {
return fallbackFromIndex(idx);
}
}
/**
* Extract colors from all card images
*/
function buildPalette() {
gradPalette = items.map((it, i) => {
const img = it.el.querySelector('img');
return extractColors(img, i);
});
}
/**
* Set the active gradient based on the centered card
* @param {number} idx - Card index
*/
function setActiveGradient(idx) {
if (!bgCtx || idx < 0 || idx >= items.length || idx === activeIndex) return;
activeIndex = idx;
const pal = gradPalette[idx] || { c1: [240, 240, 240], c2: [235, 235, 235] };
const to = {
r1: pal.c1[0],
g1: pal.c1[1],
b1: pal.c1[2],
r2: pal.c2[0],
g2: pal.c2[1],
b2: pal.c2[2],
};
// Animate transition with GSAP if available
if (window.gsap) {
bgFastUntil = performance.now() + 800; // High FPS for smooth transition
window.gsap.to(gradCurrent, { ...to, duration: 0.45, ease: 'power2.out' });
} else {
Object.assign(gradCurrent, to);
}
}
// ============================================================================
// BACKGROUND RENDERING
// ============================================================================
/**
* Resize background canvas to match viewport
*/
function resizeBG() {
if (!bgCanvas || !bgCtx) return;
const dpr = Math.max(1, Math.min(2, window.devicePixelRatio || 1));
const w = bgCanvas.clientWidth || stage.clientWidth;
const h = bgCanvas.clientHeight || stage.clientHeight;
const tw = Math.floor(w * dpr);
const th = Math.floor(h * dpr);
if (bgCanvas.width !== tw || bgCanvas.height !== th) {
bgCanvas.width = tw;
bgCanvas.height = th;
bgCtx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
}
/**
* Render animated gradient background
*/
function drawBackground() {
if (!bgCanvas || !bgCtx) return;
const now = performance.now();
const minInterval = now < bgFastUntil ? 16 : 33; // 60fps or 30fps
// Throttle rendering based on transition state
if (now - lastBgDraw < minInterval) {
bgRAF = requestAnimationFrame(drawBackground);
return;
}
lastBgDraw = now;
resizeBG();
const w = bgCanvas.clientWidth || stage.clientWidth;
const h = bgCanvas.clientHeight || stage.clientHeight;
// Fill base color
bgCtx.fillStyle = '#f6f7f9';
bgCtx.fillRect(0, 0, w, h);
// Animate gradient centers
const time = now * 0.0002;
const cx = w * 0.5;
const cy = h * 0.5;
const a1 = Math.min(w, h) * 0.35; // Amplitude for first gradient
const a2 = Math.min(w, h) * 0.28; // Amplitude for second gradient
// Calculate floating positions using trigonometry
const x1 = cx + Math.cos(time) * a1;
const y1 = cy + Math.sin(time * 0.8) * a1 * 0.4;
const x2 = cx + Math.cos(-time * 0.9 + 1.2) * a2;
const y2 = cy + Math.sin(-time * 0.7 + 0.7) * a2 * 0.5;
const r1 = Math.max(w, h) * 0.75; // First gradient radius
const r2 = Math.max(w, h) * 0.65; // Second gradient radius
// Draw first radial gradient
const g1 = bgCtx.createRadialGradient(x1, y1, 0, x1, y1, r1);
g1.addColorStop(0, `rgba(${gradCurrent.r1},${gradCurrent.g1},${gradCurrent.b1},0.85)`);
g1.addColorStop(1, 'rgba(255,255,255,0)');
bgCtx.fillStyle = g1;
bgCtx.fillRect(0, 0, w, h);
// Draw second radial gradient
const g2 = bgCtx.createRadialGradient(x2, y2, 0, x2, y2, r2);
g2.addColorStop(0, `rgba(${gradCurrent.r2},${gradCurrent.g2},${gradCurrent.b2},0.70)`);
g2.addColorStop(1, 'rgba(255,255,255,0)');
bgCtx.fillStyle = g2;
bgCtx.fillRect(0, 0, w, h);
bgRAF = requestAnimationFrame(drawBackground);
}
/**
* Start background animation loop
*/
function startBG() {
if (!bgCanvas || !bgCtx) return;
cancelBG();
bgRAF = requestAnimationFrame(drawBackground);
}
/**
* Stop background animation loop
*/
function cancelBG() {
if (bgRAF) cancelAnimationFrame(bgRAF);
bgRAF = null;
}
// ============================================================================
// EVENT HANDLERS
// ============================================================================
/**
* Handle window resize
*/
function onResize() {
const prevStep = STEP || 1;
const ratio = SCROLL_X / (items.length * prevStep);
measure();
VW_HALF = window.innerWidth * 0.5;
SCROLL_X = mod(ratio * TRACK, TRACK);
updateCarouselTransforms();
resizeBG();
}
// Mouse wheel scrolling
stage.addEventListener(
'wheel',
(e) => {
if (isEntering) return;
e.preventDefault();
const delta = Math.abs(e.deltaX) > Math.abs(e.deltaY) ? e.deltaX : e.deltaY;
vX += delta * WHEEL_SENS * 20;
},
{ passive: false }
);
// Prevent default drag behavior
stage.addEventListener('dragstart', (e) => e.preventDefault());
// Drag state
let dragging = false;
let lastX = 0;
let lastT = 0;
let lastDelta = 0;
// Pointer down - start dragging
stage.addEventListener('pointerdown', (e) => {
if (isEntering) return;
if (e.target.closest('.frame')) return;
dragging = true;
lastX = e.clientX;
lastT = performance.now();
lastDelta = 0;
stage.setPointerCapture(e.pointerId);
stage.classList.add('dragging');
});
// Pointer move - update scroll position
stage.addEventListener('pointermove', (e) => {
if (!dragging) return;
const now = performance.now();
const dx = e.clientX - lastX;
const dt = Math.max(1, now - lastT) / 1000;
SCROLL_X = mod(SCROLL_X - dx * DRAG_SENS, TRACK);
lastDelta = dx / dt; // Track velocity for momentum
lastX = e.clientX;
lastT = now;
});
// Pointer up - apply momentum
stage.addEventListener('pointerup', (e) => {
if (!dragging) return;
dragging = false;
stage.releasePointerCapture(e.pointerId);
vX = -lastDelta * DRAG_SENS; // Apply final velocity
stage.classList.remove('dragging');
});
// Debounced resize handler
window.addEventListener('resize', () => {
clearTimeout(onResize._t);
onResize._t = setTimeout(onResize, 80);
});
// Pause animations when tab is hidden
document.addEventListener('visibilitychange', () => {
if (document.hidden) {
cancelCarousel();
cancelBG();
} else {
startCarousel();
startBG();
}
});
// ============================================================================
// INITIALIZATION & ENTRY ANIMATION
// ============================================================================
/**
* Animate visible cards entering the scene
* @param {Array} visibleCards - Cards to animate
*/
async function animateEntry(visibleCards) {
await new Promise((r) => requestAnimationFrame(r));
const tl = window.gsap.timeline();
visibleCards.forEach(({ item, screenX }, idx) => {
const state = { p: 0 }; // 0 -> 1
const { ry, tz, scale: baseScale } = computeTransformComponents(screenX);
const START_SCALE = 0.92;
const START_Y = 40;
item.el.style.opacity = '0';
item.el.style.transform =
`translate3d(${screenX}px,-50%,${tz}px) ` +
`rotateY(${ry}deg) ` +
`scale(${START_SCALE}) ` +
`translateY(${START_Y}px)`;
tl.to(
state,
{
p: 1,
duration: 0.6,
ease: 'power3.out',
onUpdate: () => {
const t = state.p;
const currentScale = START_SCALE + (baseScale - START_SCALE) * t;
const currentY = START_Y * (1 - t);
const opacity = t;
item.el.style.opacity = opacity.toFixed(3);
if (t >= 0.999) {
const { transform } = transformForScreenX(screenX);
item.el.style.transform = transform;
} else {
item.el.style.transform =
`translate3d(${screenX}px,-50%,${tz}px) ` +
`rotateY(${ry}deg) ` +
`scale(${currentScale}) ` +
`translateY(${currentY}px)`;
}
},
},
idx * 0.05
);
});
await new Promise((resolve) => {
tl.eventCallback('onComplete', resolve);
});
}
/**
* Pre-composite all card positions to prevent first-interaction jank
*/
async function warmupCompositing() {
const originalScrollX = SCROLL_X;
const stepSize = STEP * 0.5;
const numSteps = Math.ceil(TRACK / stepSize);
// Scroll through entire carousel to force GPU compositing
for (let i = 0; i < numSteps; i++) {
SCROLL_X = mod(originalScrollX + i * stepSize, TRACK);
updateCarouselTransforms();
// Force paint every few steps (optimization)
if (i % 3 === 0) {
await new Promise((r) => requestAnimationFrame(r));
}
}
// Return to original position
SCROLL_X = originalScrollX;
updateCarouselTransforms();
await new Promise((r) => requestAnimationFrame(r));
await new Promise((r) => requestAnimationFrame(r));
}
/**
* Initialize the carousel application
*/
async function init() {
// Preload images for faster loading
preloadImageLinks(IMAGES);
// Create DOM elements
createCards();
measure();
updateCarouselTransforms();
stage.classList.add('carousel-mode');
// Wait for all images to load
await waitForImages();
// Decode images to prevent jank
await decodeAllImages();
// Force browser to paint images
items.forEach((it) => {
const img = it.el.querySelector('img');
if (img) void img.offsetHeight;
});
// Extract colors from images for gradients
buildPalette();
// Find and set initial centered card
const half = TRACK / 2;
let closestIdx = 0;
let closestDist = Infinity;
for (let i = 0; i < items.length; i++) {
let pos = items[i].x - SCROLL_X;
if (pos < -half) pos += TRACK;
if (pos > half) pos -= TRACK;
const d = Math.abs(pos);
if (d < closestDist) {
closestDist = d;
closestIdx = i;
}
}
setActiveGradient(closestIdx);
// Initialize background canvas
resizeBG();
if (bgCtx) {
const w = bgCanvas.clientWidth || stage.clientWidth;
const h = bgCanvas.clientHeight || stage.clientHeight;
bgCtx.fillStyle = '#f6f7f9';
bgCtx.fillRect(0, 0, w, h);
}
// Warmup GPU compositing
await warmupCompositing();
// Wait for browser idle time
if ('requestIdleCallback' in window) {
await new Promise((r) => requestIdleCallback(r, { timeout: 100 }));
}
// Start background animation
startBG();
await new Promise((r) => setTimeout(r, 100)); // Let background settle
// Prepare entry animation for visible cards
const viewportWidth = window.innerWidth;
const visibleCards = [];
for (let i = 0; i < items.length; i++) {
let pos = items[i].x - SCROLL_X;
if (pos < -half) pos += TRACK;
if (pos > half) pos -= TRACK;
const screenX = pos;
if (Math.abs(screenX) < viewportWidth * 0.6) {
visibleCards.push({ item: items[i], screenX, index: i });
}
}
// Sort cards left to right
visibleCards.sort((a, b) => a.screenX - b.screenX);
// Hide loader
if (loader) loader.classList.add('loader--hide');
// Animate cards entering
await animateEntry(visibleCards);
// Enable user interaction
isEntering = false;
// Start main carousel loop
startCarousel();
}
// ============================================================================
// START APPLICATION
// ============================================================================
init();styles.css
/* Reset & base */
* {
box-sizing: border-box;
}
html,
body {
height: 100%;
}
body {
margin: 0;
}
:root {
--bg: #f0f0f0;
--fg: #0b0b0b;
--perspective: 1800px;
--ease: cubic-bezier(0.22, 1, 0.36, 1);
}
/* Stage */
.stage {
position: relative;
width: 100vw;
height: 100vh;
background: var(--bg);
color: var(--fg);
overflow: hidden;
perspective: var(--perspective);
overscroll-behavior: none;
-webkit-user-select: none;
user-select: none;
}
/* Loader overlay */
.loader {
position: absolute;
inset: 0;
z-index: 100;
display: grid;
place-items: center;
background: #ffffff;
transition: opacity 0.2s var(--ease), visibility 0.2s linear;
}
.loader--hide {
opacity: 0;
visibility: hidden;
}
.loader__content {
display: grid;
gap: 12px;
justify-items: center;
min-width: 220px;
}
.loader__ring {
width: 36px;
height: 36px;
border-radius: 50%;
border: 3px solid #ddd;
border-top-color: #333;
animation: spin 1s linear infinite;
}
@keyframes spin {
to {
transform: rotate(360deg);
}
}
/* Background canvas (moving gradient) */
#bg {
position: absolute;
inset: 0;
z-index: 0;
width: 100%;
height: 100%;
display: block;
filter: blur(24px) saturate(1.05);
pointer-events: none;
}
/* Only block native scrolling/gestures in carousel mode */
.stage.carousel-mode {
touch-action: none;
cursor: grab;
}
.stage.carousel-mode.dragging {
cursor: grabbing;
}
/* Cards container */
.cards {
position: absolute;
inset: 0;
z-index: 10;
transform-style: preserve-3d;
}
/* Card */
.card {
position: absolute;
top: 50%;
left: 50%;
width: min(26vw, 360px);
aspect-ratio: 4/5;
isolation: isolate;
transform-style: preserve-3d;
backface-visibility: hidden;
will-change: transform, filter;
transform-origin: 90% center;
contain: layout paint; /* reduce layout/paint scope for perf */
}
.card__img {
border-radius: 15px;
opacity: 1;
width: 100%;
height: 100%;
object-fit: cover;
display: block;
transform: translateZ(0);
pointer-events: none;
-webkit-user-drag: none;
user-select: none;
}
/* Reduced motion */
@media (prefers-reduced-motion: reduce) {
.card {
transition: none !important;
animation: none !important;
}
}
Media credits and license evidence실행 안내·자료
README.md
## Credits
created by [Clément Grellier](https://clementgrellier.fr/)
LICENSE.md실행 안내·자료
MIT License
Copyright (c) 2009 - 2025 [Clément Grellier](https://clementgrellier.fr/)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Bundled dependency licenses실행 안내·자료
GSAP standard license snapshot
Source: https://gsap.com/community/standard-license/
Retrieved: 2026-09-22T04:22:49.089Z
Original distribution copyright and version headers remain in the runtime code.
Standard "No Charge" GSAP License
I. DEFINITIONS
“GSAP License” means the terms and conditions of this GSAP Software License Agreement.
"GSAP Products" means any Software made available at gsap.com (https://gsap.com) or any successor sites, including but not limited to the GSAP animation library and related plugins, tools, or extensions.
"Permitted Uses" means the implementation and/or use of GSAP Products on any website, web application, or digital interface by any person or entity (which may include, for clarity, those of companies that compete with Webflow in other areas of business).
"Prohibited Uses" means any implementation and/or use of GSAP Products in tools that allow users to build visual animations without code that encourages, induces, or materially assists in creating a solution that competes with Webflow’s visual animation building capabilities.
"Competitive Products" means any software, tool, or service that enables users to create, edit, or manage animations through a visual interface or builder similar to Webflow (https://webflow.com).
II. GRANT OF LICENSE
Subject to the terms and conditions of this GSAP License, Webflow grants you a non-exclusive, worldwide license to use, reproduce, display, and implement GSAP Products solely for Permitted Uses.
III. RESTRICTIONS
You may not:
Use any GSAP Products for any Prohibited Uses without prior written consent;
Reverse engineer any GSAP Products for the purpose of creating Competitive Products;
Remove or alter any proprietary notices or branding from GSAP Products.
IV. OWNERSHIP AND INTELLECTUAL PROPERTY
All intellectual property rights in GSAP Products, including but not limited to copyright, patents, trademarks, and trade secrets, remain the exclusive property of Webflow. This GSAP License does not transfer any ownership rights in GSAP Products to you.
V. TERMINATION
Webflow may terminate this GSAP License and revoke your access in its discretion if you fail to comply with any of these terms and conditions. Upon termination, you must cease all use of GSAP Products and destroy all copies in your possession.
VI. MISCELLANEOUS PROVISIONS
General: This GSAP License is incorporated into and subject to Webflow’s Terms of Service available here (https://webflow.com/legal/terms) ("Terms of Service"). In the event of any conflict or inconsistency between this GSAP License and the Terms of Service, the terms of this GSAP License shall govern in relation to your use of any GSAP Products.
Amendments: Webflow reserves the right to update or modify this GSAP License at any time by posting the revised terms on this website, provided that any such updates or modifications shall not result in any material degradation to the security, integrity, or functionality of any GSAP Products. You understand and agree that your continued use of any GSAP Products after such revisions to this GSAP License constitutes your acceptance of this GSAP License as revised. If you do not accept the revised GSAP License, you are prohibited from using versions of the GSAP Products released after the effective date of the revised GSAP License (as well as any updates made to previous versions). Notwithstanding, you may continue using previous versions of GSAP Products under the applicable terms licensed to you prior to the effective date of the revised GSAP License (for clarity, excluding any updates made thereto).
No Waiver: Failure of Webflow to enforce any provision of this GSAP License shall not constitute a waiver of future enforcement of that or any other provision.
FAQ
Is it acceptable for AI tools like ChatGPT, Cursor, Lovable, Webstudio, etc. to generate GSAP code?
Absolutely! AI-generated code is not a "Prohibited Use".
What if a WordPress plugin or theme or other niche tool allows users to create GSAP-driven effects through a visual interface? Is that prohibited?
We want to encourage developers to build on top of GSAP, including visual tools that don't directly compete with Webflow's rich animation-building capabilities. If you are not sure if your product might be considered a "Prohibited Use", feel free to contact us (https://gsap.com/contact) so we can talk through it!
Can I really use GSAP in commercial projects without paying anything?
Yes, really! Commercial usage is covered under the standard license. All of GSAP including the plugins that were formerly "members-only" like SplitText (https://gsap.com/docs/v3/Plugins/SplitText/) and MorphSVG (https://gsap.com/docs/v3/Plugins/MorphSVGPlugin) can be used in commercial projects at no charge. Enjoy! 💚
Effective date: April 30, 2025
Last modified date: May 30, 2025
Copyright (©) 2025, Webflow
BEHIND THE EXAMPLE
이 장면을 만드는 원리
무한 위치와 시간 기반 관성 감쇠
화면 크기·입력·동시 작업을 고정하고 실제 렌더링 실패와 비용을 관찰합니다.
- 이 예제에서는
- tick은 dt로 이동량을 계산하고 FRICTION의 dt×60 제곱으로 속도를 줄입니다. 위치는 TRACK으로 감싸며 중심에 가장 가까운 카드가 배경 그라디언트를 선택합니다.
