{"version":3,"file":"LogistHeroGlow.NlOEMyAu.mjs","names":["useRef","__esmMin","init_ssg_sandbox_shims","init_npm_react_18_3_1","window","ce","init_jsx_runtime","c","p","de","useIsStaticRenderer","addPropertyControls","init_framer_BWFVvmND","ControlType","parseColor","ctx","color","v","n","m","HeroGlow","props","isStatic","canvasRef","renderRef","params","canvas","gl","build","type","src","VERT","fs","s","loc","names","pScene","SCENE","uS","pRaster","RASTER","uR","fb","tex","reduce","raf","visible","last","time","dpr","tw","th","colorKey","bg","c1","c2","resize","cw","ch","w","h","render","key","MOTIONS","SHAPES","loop","dt","now","ro","io","entries","pixelSize","gap","shape","raster","brightness","balance","primaryColor","accentColor","background","motion","lineWidth","halo","mask","edgeMask","MASK","shadeBg","a","shade","shadeWidth","shadeHeight","shadeY","init_LogistHeroGlow"],"sources":["https:/framerusercontent.com/modules/boScOcN0SnuiUM8oJEAW/R4atQvFOVZUin7fpYruq/LogistHeroGlow.js"],"sourcesContent":["import{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{useEffect,useRef}from\"react\";import{addPropertyControls,ControlType,useIsStaticRenderer}from\"framer\";const VERT=`#version 300 es\nvoid main(){ vec2 p = vec2(float((gl_VertexID<<1)&2), float(gl_VertexID&2)); gl_Position = vec4(p*2.0-1.0,0.0,1.0); }`;const SCENE=`#version 300 es\nprecision highp float;\nuniform vec2 iResolution; uniform float iTime; uniform vec3 uBg; uniform vec3 uC1; uniform vec3 uC2;\nuniform float uGain; uniform float uBalance; uniform int uMode; uniform float uLineWidth; uniform float uHalo;\nout vec4 fragColor;\nconst float TAU=6.28318530718;\n\n// Баланс: 0.5 — поровну, ближе к 1 — больше второго цвета\nvec3 tint(float k){ k=pow(clamp(k,0.0,1.0), exp2((0.5-uBalance)*3.0)); return mix(uC1,uC2,k)*(0.85+0.3*k); }\n\nfloat hash(vec2 p){ p=fract(p*vec2(123.34,456.21)); p+=dot(p,p+45.32); return fract(p.x*p.y); }\nfloat noise(vec2 p){ vec2 i=floor(p), f=fract(p); f=f*f*(3.0-2.0*f);\n  return mix(mix(hash(i),hash(i+vec2(1,0)),f.x), mix(hash(i+vec2(0,1)),hash(i+vec2(1,1)),f.x), f.y); }\nfloat fbm(vec2 p){ float v=0.0, a=0.5; for(int i=0;i<5;i++){ v+=a*noise(p); p=p*2.03+17.1; a*=0.5; } return v; }\n\n// 0 — ленты (исходный шейдер remocn)\nvec3 ribbons(vec2 pos, float time){\n  const float HUE_TRAVEL=1.65112376, COLOUR_CYCLE=0.124862425, THETA=2.12986207, SHEAR=0.968176901, SHRINK=0.955401778;\n  const float WARP_FREQ_X=0.439311415, WARP_FREQ_Y=2.87923527, WARP_AMP_X=0.156202048, WARP_AMP_Y=0.0256033838;\n  const float ASPECT_X=2.23183894, ASPECT_Y=0.15731883, OFFSET_X=0.375628948, OFFSET_Y=-0.017801486, TILT=1.63293767, ZOOM=0.93135649;\n  const float CENTRE_X=-0.0956316143, CENTRE_Y=-0.520057321, GLOW_SIZE=0.00201825937, FALLOFF=0.352821857;\n  const float FLOW_SPEED=0.391012281, BREATH_RATE=0.382053256, BREATH_AMOUNT=0.0873704553, PHASE=56.3862724, SOFTNESS=0.00164903817;\n  float t=time*FLOW_SPEED+PHASE;\n  float breath=(-sin(time*BREATH_RATE*1.5)+sin(time*BREATH_RATE+1.0))*0.25+0.5;\n  vec2 u=(pos-vec2(CENTRE_X,CENTRE_Y))*(ZOOM-breath*BREATH_AMOUNT);\n  float ct=cos(TILT), st=sin(TILT); u=mat2(ct,st,-st,ct)*u;\n  mat2 fold=mat2(cos(THETA),sin(THETA),-SHEAR,cos(THETA));\n  vec3 color=vec3(0.0);\n  for(float i=1.0;i<=72.0;i+=1.0){\n    u.x+=-sin(u.y*WARP_FREQ_X+t+i*0.007)*WARP_AMP_X;\n    u.y+=-sin(u.x*WARP_FREQ_Y-t+i*0.02)*WARP_AMP_Y;\n    u=fold*u*SHRINK;\n    vec2 q=u-vec2(OFFSET_X+breath*0.1,OFFSET_Y);\n    vec2 s=vec2(q.x*ASPECT_X,q.y*ASPECT_Y);\n    float glow=GLOW_SIZE/(dot(s,s)+SOFTNESS)*(0.25+breath*0.4);\n    float r=length(u);\n    float k=sin(i*COLOUR_CYCLE+t*1.2+r*HUE_TRAVEL)*0.5+0.5;\n    color+=glow*tint(k)*exp2(-r*FALLOFF);\n  }\n  return color;\n}\n\n// 1 — северное сияние: занавесы поднимаются снизу и колышутся по горизонтали\nvec3 aurora(vec2 pos, float t){\n  vec3 color=vec3(0.0);\n  for(float i=0.0;i<5.0;i+=1.0){\n    float yc=-0.5+i*0.045+0.11*sin(pos.x*(1.2+i*0.25)+t*(0.35+i*0.05)+i*1.7)+0.05*(fbm(vec2(pos.x*1.5+t*0.1,i))-0.5);\n    float d=pos.y-yc;\n    float curtain = d>0.0 ? exp(-d*(7.0-i*0.6)) : exp(-d*d*1400.0);\n    float streaks=pow(fbm(vec2(pos.x*7.0+t*0.22+i*3.0, d*0.8-t*0.1)),2.2)*3.2;\n    float k=fract(i*0.23+pos.x*0.35+t*0.04);\n    k=abs(k*2.0-1.0);\n    color+=tint(k)*curtain*streaks*0.45*(0.6+0.4*sin(pos.x*1.3+i+t*0.2));\n  }\n  return color;\n}\n\n// 2 — маршруты: тонкие линии-пути, по которым бегут яркие \\xabкурьеры\\xbb со шлейфом\nvec3 routes(vec2 pos, float t){\n  vec3 color=vec3(0.0);\n  for(float i=0.0;i<9.0;i+=1.0){\n    float h=hash(vec2(i,3.1));\n    float side = mod(i,2.0)<0.5 ? -1.0 : 1.0;\n    // пути заходят с краёв и уходят вниз, огибая центр\n    vec2 p=pos; p.x*=side;\n    float y=-0.55+0.09*i+0.12*sin(p.x*(2.0+h*2.0)+h*TAU)-0.25*smoothstep(0.1,0.9,1.0-abs(p.x));\n    float d=abs(p.y-y);\n    float w=0.009*uLineWidth; float w2=w*w;\n    float line=w2/(d*d+w2)*0.35;\n    float halo=0.04*uHalo; float glowHalo=uHalo>0.001 ? exp(-d*d/(halo*halo))*0.07 : 0.0;\n    float speed=0.08+0.08*h;\n    float ph=fract(t*speed+h);\n    float head=ph*2.6-0.5;                        // позиция \\xabкурьера\\xbb по x от края к центру\n    float env=sin(3.14159265*ph);                 // импульс плавно появляется и гаснет, без рывка на новом круге\n    float along=(1.3-p.x)-head;                    // >0 — уже пройденная часть пути\n    float trail=along>0.0 ? exp(-along*3.0) : exp(-(-along)*40.0);\n    float wp=0.016*uLineWidth; float wp2=wp*wp;\n    float pulse=(wp2/(d*d+wp2)+glowHalo*1.5)*trail*2.2*env;\n    float k=0.5+0.5*sin(TAU*(h+pos.x*0.18)+t*0.15);\n    color+=tint(k)*(line+glowHalo+pulse)*smoothstep(1.6,0.6,abs(pos.x*0.6)+0.0);\n  }\n  return color;\n}\n\n// 3 — радар: кольца-импульсы расходятся из точки под экраном, как пинг геолокации\nvec3 radar(vec2 pos, float t){\n  vec2 c=vec2(0.0,-0.75);\n  vec2 q=pos-c; float r=length(q); float ang=atan(q.y,q.x);\n  vec3 color=vec3(0.0);\n  for(float j=0.0;j<5.0;j+=1.0){\n    float ph=fract(t*0.09+j/5.0);\n    float rr=ph*2.0;\n    float wob=0.03*(fbm(vec2(ang*3.0+j*7.0,t*0.2))-0.5);\n    float d=r-rr-wob;\n    float ring=exp(-d*d*260.0)+0.35*exp(-max(-d,0.0)*6.0)*step(d,0.0);\n    float fade=pow(1.0-ph,1.6)*smoothstep(0.0,0.08,ph);\n    float k=0.5+0.5*sin(ang*2.0+j+t*0.3);\n    color+=tint(k)*ring*fade*1.4;\n  }\n  color+=tint(0.3)*exp(-r*2.2)*0.5;\n  return color;\n}\n\n// 4 — жидкий дым: медленно перетекающие облака с domain warp\nvec3 smoke(vec2 pos, float t){\n  vec2 p=pos*1.6;\n  vec2 w=vec2(fbm(p+vec2(0.0,t*0.12)), fbm(p+vec2(5.2,1.3)-t*0.1));\n  float n=fbm(p+2.2*w+vec2(t*0.05,0.0));\n  float g=smoothstep(0.36,0.85,n)*1.5;\n  g*=smoothstep(0.55,-0.6,pos.y)*0.7+0.3;          // больше снизу\n  float k=clamp(fbm(p*0.7+w*1.5-t*0.03)*1.6-0.3,0.0,1.0);\n  return tint(k)*g;\n}\n\nvoid main(){\n  vec2 R=iResolution.xy; vec2 pos=(gl_FragCoord.xy-0.5*R)/R.y;\n  vec3 color;\n  if(uMode==0) color=ribbons(pos,iTime);\n  else if(uMode==1) color=aurora(pos,iTime);\n  else if(uMode==2) color=routes(pos,iTime);\n  else if(uMode==3) color=radar(pos,iTime);\n  else color=smoke(pos,iTime);\n  // Тонмаппинг по максимуму канала: яркость сжимается, оттенок не выгорает в белый\n  vec3 x=max(color*uGain,0.0);\n  float mx=max(x.r,max(x.g,x.b));\n  float tm=(mx*(2.51*mx+0.03))/(mx*(2.43*mx+0.59)+0.14);\n  color=x*(tm/max(mx,1e-4));\n  color=mix(color,vec3(tm),smoothstep(0.85,1.0,tm)*0.35);\n  color=pow(clamp(color,0.0,1.0),vec3(0.9));\n  color*=1.0-smoothstep(0.5,1.6,length(pos))*0.136;\n  color=uBg+color*(1.0-uBg);\n  fragColor=vec4(clamp(color,0.0,1.0),1.0);\n}`;const RASTER=`#version 300 es\nprecision highp float;\nuniform sampler2D tScene; uniform vec2 iResolution; uniform float iTime; uniform vec3 uBg;\nuniform float uCell; uniform float uGap; uniform float uShape; uniform float uPresence;\nout vec4 fragColor;\nconst vec3 LUMA=vec3(0.2126,0.7152,0.0722);\nvec3 ink(vec2 uv){ return texture(tScene,clamp(uv,0.0,1.0)).rgb-uBg; }\nfloat blueNoise(vec2 p,float f){ p+=5.588238*mod(f,64.0); return fract(52.9829189*fract(0.06711056*p.x+0.00583715*p.y)); }\nvoid main(){\n  vec2 frag=gl_FragCoord.xy;\n  vec2 grid=floor(frag/uCell); vec2 centre=(grid+0.5)*uCell;\n  vec3 soft=ink(frag/iResolution);\n  vec3 c=ink(centre/iResolution);\n  float level=clamp(dot(c,LUMA),0.0,1.0);\n  vec2 d=abs(frag-centre);\n  float half_=uCell*0.5*(1.0-uGap);\n  float m; vec3 dots;\n  if(uShape<0.5){\n    float side=half_*sqrt(pow(level,0.9)*2.2);\n    m=step(max(d.x,d.y),min(side,half_));\n    dots=c*min(0.8/max(level,1e-3),2.2)*m;\n  } else if(uShape<1.5){\n    m=step(max(d.x,d.y),half_);\n    dots=c*1.25*m;\n  } else {\n    float rad=uCell*sqrt(pow(level,0.9)/3.14159265);\n    m=1.0-smoothstep(rad-0.7,rad+0.7,length(frag-centre));\n    dots=c*min(0.8/max(level,1e-3),2.2)*m;\n  }\n  float presence=smoothstep(0.03,0.16,level)*uPresence;\n  vec3 col=uBg+clamp(mix(soft,dots,presence),0.0,1.0);\n  col+=(blueNoise(frag,floor(iTime*24.0))-0.5)/255.0;\n  fragColor=vec4(clamp(col,0.0,1.0),1.0);\n}`;const MASK=\"radial-gradient(ellipse 92% 68% at 50% 58%, #000 14%, transparent 84%), \"+\"linear-gradient(to bottom, transparent 4%, #000 30%, #000 88%, transparent 100%), \"+\"radial-gradient(ellipse 44% 30% at 50% 31%, transparent 46%, #000 92%)\";const SHAPES={grow:0,mosaic:1,dots:2};const MOTIONS={ribbons:0,aurora:1,routes:2,radar:3,smoke:4};function parseColor(color){if(typeof document===\"undefined\")return[0,0,0];const ctx=document.createElement(\"canvas\").getContext(\"2d\");if(!ctx)return[0,0,0];ctx.fillStyle=\"#000\";ctx.fillStyle=color;const v=String(ctx.fillStyle);if(v.startsWith(\"#\")){const n=parseInt(v.slice(1),16);return[(n>>16&255)/255,(n>>8&255)/255,(n&255)/255];}const m=v.match(/[\\d.]+/g)||[\"0\",\"0\",\"0\"];return[+m[0]/255,+m[1]/255,+m[2]/255];}/**\n * Hero Glow\n *\n * @framerIntrinsicWidth 1200\n * @framerIntrinsicHeight 800\n *\n * @framerSupportedLayoutWidth fixed\n * @framerSupportedLayoutHeight fixed\n */export default function HeroGlow(props){const{pixelSize=6,gap=.5,shape=\"grow\",raster=.31,brightness=2.1,speed=1,balance=.43,primaryColor=\"#B21AFF\",accentColor=\"#E8306E\",background=\"#0F1215\",edgeMask=true,motion=\"routes\",lineWidth=1.6,halo=1,shade=1,shadeY=36,shadeWidth=38,shadeHeight=46}=props;const isStatic=useIsStaticRenderer();const canvasRef=useRef(null);const renderRef=useRef(null);// Live-tweakable values read every frame, so control changes don't rebuild GL\nconst params=useRef({pixelSize,gap,shape,raster,brightness,speed,balance,primaryColor,accentColor,background,motion,lineWidth,halo});params.current={pixelSize,gap,shape,raster,brightness,speed,balance,primaryColor,accentColor,background,motion,lineWidth,halo};useEffect(()=>{const canvas=canvasRef.current;if(!canvas)return;// On the Framer canvas the still frame must survive compositing / snapshots,\n// otherwise the canvas shows an empty (light) buffer instead of the glow.\nconst gl=canvas.getContext(\"webgl2\",{alpha:false,antialias:false,depth:false,stencil:false,preserveDrawingBuffer:isStatic});if(!gl)return;const build=fs=>{const p=gl.createProgram();for(const[type,src]of[[gl.VERTEX_SHADER,VERT],[gl.FRAGMENT_SHADER,fs]]){const s=gl.createShader(type);gl.shaderSource(s,src);gl.compileShader(s);if(!gl.getShaderParameter(s,gl.COMPILE_STATUS))console.error(gl.getShaderInfoLog(s));gl.attachShader(p,s);gl.deleteShader(s);}gl.linkProgram(p);return p;};const loc=(p,names)=>Object.fromEntries(names.map(n=>[n,gl.getUniformLocation(p,n)]));const pScene=build(SCENE);const uS=loc(pScene,[\"iResolution\",\"iTime\",\"uBg\",\"uC1\",\"uC2\",\"uGain\",\"uBalance\",\"uMode\",\"uLineWidth\",\"uHalo\"]);const pRaster=build(RASTER);const uR=loc(pRaster,[\"tScene\",\"iResolution\",\"iTime\",\"uBg\",\"uCell\",\"uGap\",\"uShape\",\"uPresence\"]);const fb=gl.createFramebuffer();const tex=gl.createTexture();gl.bindTexture(gl.TEXTURE_2D,tex);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.LINEAR);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);const reduce=window.matchMedia(\"(prefers-reduced-motion: reduce)\");let raf=0;let visible=true;let last=null;let time=0;let dpr=1;let tw=0;let th=0;let colorKey=\"\";let bg=[0,0,0];let c1=[0,0,0];let c2=[0,0,0];const resize=()=>{const cw=canvas.clientWidth;const ch=canvas.clientHeight;if(!cw||!ch)return false;dpr=Math.min(window.devicePixelRatio||1,2,Math.sqrt(24e5/(cw*ch)));const w=Math.max(1,Math.floor(cw*dpr));const h=Math.max(1,Math.floor(ch*dpr));if(canvas.width!==w||canvas.height!==h){canvas.width=w;canvas.height=h;}if(tw!==w||th!==h){tw=w;th=h;gl.bindTexture(gl.TEXTURE_2D,tex);gl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,w,h,0,gl.RGBA,gl.UNSIGNED_BYTE,null);gl.bindFramebuffer(gl.FRAMEBUFFER,fb);gl.framebufferTexture2D(gl.FRAMEBUFFER,gl.COLOR_ATTACHMENT0,gl.TEXTURE_2D,tex,0);gl.bindFramebuffer(gl.FRAMEBUFFER,null);}return true;};const render=()=>{if(!resize())return;const p=params.current;const key=p.primaryColor+p.accentColor+p.background;if(key!==colorKey){colorKey=key;c1=parseColor(p.primaryColor);c2=parseColor(p.accentColor);bg=parseColor(p.background);}gl.viewport(0,0,tw,th);gl.bindFramebuffer(gl.FRAMEBUFFER,fb);gl.useProgram(pScene);gl.uniform2f(uS.iResolution,tw,th);gl.uniform1f(uS.iTime,time);gl.uniform3fv(uS.uBg,bg);gl.uniform3fv(uS.uC1,c1);gl.uniform3fv(uS.uC2,c2);gl.uniform1f(uS.uGain,p.brightness);gl.uniform1f(uS.uBalance,p.balance);gl.uniform1i(uS.uMode,MOTIONS[p.motion]??2);gl.uniform1f(uS.uLineWidth,p.lineWidth);gl.uniform1f(uS.uHalo,p.halo);gl.drawArrays(gl.TRIANGLES,0,3);gl.bindFramebuffer(gl.FRAMEBUFFER,null);gl.useProgram(pRaster);gl.uniform2f(uR.iResolution,tw,th);gl.uniform1f(uR.iTime,time);gl.uniform3fv(uR.uBg,bg);gl.uniform1f(uR.uCell,Math.max(2,p.pixelSize)*dpr);gl.uniform1f(uR.uGap,p.gap);gl.uniform1f(uR.uShape,SHAPES[p.shape]??0);gl.uniform1f(uR.uPresence,p.raster);gl.activeTexture(gl.TEXTURE0);gl.bindTexture(gl.TEXTURE_2D,tex);gl.uniform1i(uR.tScene,0);gl.drawArrays(gl.TRIANGLES,0,3);};const loop=now=>{raf=requestAnimationFrame(loop);const dt=last===null?0:Math.min((now-last)/1e3,.1);last=now;if(!visible||document.hidden)return;if(!reduce.matches)time+=dt*params.current.speed;render();};// Canvas / export: one still frame from a pleasant moment of the loop\ntime=6;render();renderRef.current=render;const animate=!isStatic;if(animate)raf=requestAnimationFrame(loop);const ro=new ResizeObserver(()=>render());ro.observe(canvas);const io=new IntersectionObserver(entries=>{visible=entries[0]?.isIntersecting??true;});io.observe(canvas);return()=>{renderRef.current=null;cancelAnimationFrame(raf);ro.disconnect();io.disconnect();gl.deleteProgram(pScene);gl.deleteProgram(pRaster);gl.deleteFramebuffer(fb);gl.deleteTexture(tex);};},[isStatic]);// On the Framer canvas there is no loop, so redraw the still frame whenever a control changes\nuseEffect(()=>{renderRef.current?.();},[pixelSize,gap,shape,raster,brightness,balance,primaryColor,accentColor,background,motion,lineWidth,halo]);const mask=edgeMask?MASK:undefined;// Dark ellipse under the hero copy so the subtitle stays readable\nconst shadeBg=a=>`color-mix(in srgb, ${background} ${Math.round(a*100)}%, transparent)`;return /*#__PURE__*/_jsxs(\"div\",{\"aria-hidden\":true,style:{...props.style,position:\"relative\",width:\"100%\",height:\"100%\",overflow:\"hidden\",pointerEvents:\"none\",background},children:[/*#__PURE__*/_jsx(\"canvas\",{ref:canvasRef,style:{position:\"absolute\",inset:0,width:\"100%\",height:\"100%\",display:\"block\",WebkitMaskImage:mask,maskImage:mask,WebkitMaskComposite:\"source-in\",maskComposite:\"intersect\"}}),shade>0&&/*#__PURE__*/_jsx(\"div\",{style:{position:\"absolute\",inset:0,background:`radial-gradient(ellipse ${shadeWidth}% ${shadeHeight}% at 50% ${shadeY}%, ${shadeBg(shade)} 0%, ${shadeBg(shade*.85)} 45%, transparent 100%)`}})]});}addPropertyControls(HeroGlow,{motion:{type:ControlType.Enum,title:\"Motion\",defaultValue:\"routes\",options:[\"routes\",\"aurora\",\"radar\",\"smoke\",\"ribbons\"],optionTitles:[\"Routes with couriers\",\"Aurora\",\"Radar ping\",\"Liquid smoke\",\"Ribbons (reference)\"]},lineWidth:{type:ControlType.Number,title:\"Line width\",defaultValue:1.6,min:.5,max:4,step:.05,hidden:p=>p.motion!==\"routes\"},halo:{type:ControlType.Number,title:\"Halo\",defaultValue:1,min:0,max:3,step:.05,hidden:p=>p.motion!==\"routes\"},pixelSize:{type:ControlType.Number,title:\"Pixel size\",defaultValue:6,min:3,max:24,step:1,unit:\"px\"},gap:{type:ControlType.Number,title:\"Gap\",defaultValue:.5,min:0,max:.5,step:.01},shape:{type:ControlType.Enum,title:\"Shape\",defaultValue:\"grow\",options:[\"grow\",\"mosaic\",\"dots\"],optionTitles:[\"Squares by brightness\",\"Mosaic\",\"Round dots\"]},raster:{type:ControlType.Number,title:\"Raster\",defaultValue:.31,min:0,max:1,step:.01},brightness:{type:ControlType.Number,title:\"Brightness\",defaultValue:2.1,min:.3,max:2.5,step:.05},speed:{type:ControlType.Number,title:\"Speed\",defaultValue:1,min:0,max:2,step:.05},balance:{type:ControlType.Number,title:\"Violet → Pink\",defaultValue:.43,min:0,max:1,step:.01},primaryColor:{type:ControlType.Color,title:\"Violet\",defaultValue:\"#B21AFF\"},accentColor:{type:ControlType.Color,title:\"Pink\",defaultValue:\"#E8306E\"},background:{type:ControlType.Color,title:\"Background\",defaultValue:\"#0F1215\"},edgeMask:{type:ControlType.Boolean,title:\"Edge mask\",defaultValue:true},shade:{type:ControlType.Number,title:\"Text shade\",defaultValue:1,min:0,max:1,step:.01},shadeY:{type:ControlType.Number,title:\"Shade Y\",defaultValue:36,min:0,max:100,unit:\"%\",hidden:p=>!p.shade},shadeWidth:{type:ControlType.Number,title:\"Shade width\",defaultValue:38,min:5,max:100,unit:\"%\",hidden:p=>!p.shade},shadeHeight:{type:ControlType.Number,title:\"Shade height\",defaultValue:46,min:5,max:100,unit:\"%\",hidden:p=>!p.shade}});\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"HeroGlow\",\"slots\":[],\"annotations\":{\"framerSupportedLayoutWidth\":\"fixed\",\"framerIntrinsicHeight\":\"800\",\"framerSupportedLayoutHeight\":\"fixed\",\"framerContractVersion\":\"1\",\"framerIntrinsicWidth\":\"1200\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# 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