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              /! Made with http://infamous.io
script src="//unpkg.com/infamous@18.0.5/global.js"

/! Lights and shadows are powered by WebGL, but written with HTML:
i-scene experimental-webgl="true" id="scene" TODO-perspective="800" backgroundColor="0 0 0" backgroundOpacity="0" style="perspective: 800px" shadowmap-type="pcfsoft"

    i-ambient-light color="#404040" intensity="1"

    i-dom-plane id="bg" sizeMode="proportional proportional" size="1 1 0"

        i-node id="button-container" position="0 0 6" size="600 31 0" align="0.5 0.5 0" mountPoint="0.5 0.5 0"

            - for n in (0..4)
                i-dom-plane sizeMode="literal proportional" size="100 1 0" align="#{n*0.25} 0 0" mountPoint="#{n*0.25} 0 0"
                    button button #{n+1}

        i-point-light id="light" color="white" position="300 300 120" size="0 0 0" cast-shadow="true" intensity="1"
            i-mesh has="sphere-geometry basic-material" size="10 10 10" color="white" receive-shadow="false" cast-shadow="false" style="pointer-events: none"
              /* made with http://infamous.io */

body, html
    width 100%
    height 100%
    margin 0
    padding 0
    font-family sans-serif
    touch-action none

    text-align center

button-color = #FB752C
bg-color = #62B997

    background bg-color

    width 100%
    height 100%
    white-space nowrap
    border-radius 0px
    border 1px solid darken(button-color, 50%)
    background lighten(button-color, 20%)
    color darken(button-color, 50%)
    outline none // remove those darn ugly browser-specific outlines
    &:focus, &:hover
        background darken(button-color, 10%)
        color darken(button-color, 75%)
        border-color darken(button-color, 60%)
              // made with http://infamous.io

// defines the default names for the HTML elements

var light = document.querySelector('#light')
light.threeObject3d.shadow.radius = 3
light.threeObject3d.distance = 20000
light.threeObject3d.shadow.bias = 0.00001

// prevent default touch actions so we can move the light with touch
document.querySelector('html').setAttribute('touch-action', 'none')
document.querySelector('body').setAttribute('touch-action', 'none')

document.addEventListener('pointermove', function(e) {
    light.position.x = e.clientX
    light.position.y = e.clientY

var Motor = infamous.core.Motor
var downTween, upTween, pressedButton

// On mouse down animate the button downward
document.addEventListener('pointerdown', function(e) {
    if ( is( e.target, 'button' ) ) {

        pressedButton = e.target

        if (upTween) {
            upTween = null

        downTween = new TWEEN.Tween(e.target.parentNode.position)
            .to({z: -6}, 75)
            .onComplete(function () { downTween = null })

        Motor.addRenderTask(function(time) {
            if (!downTween) return false

// On mouse up animate the button upward
document.addEventListener('pointerup', function(e) {
    if ( pressedButton ) {
        if (downTween) {
            downTween = null

        upTween = new TWEEN.Tween(pressedButton.parentNode.position)
            .to({z: 0}, 75)
            .onComplete(function() { upTween = null })

        Motor.addRenderTask(function(time) {
            if (!upTween) return false

// The following is a temporary hack because opacity isn't
// exposed through the HTML API yet. work-in-progress...
var scene = document.querySelector('#scene')
setTimeout(function() {
    Array.from( document.querySelectorAll('i-dom-plane') ).forEach(function(n) {
        n.threeObject3d.material.opacity = 0.3
        .threeObject3d.material.opacity = 0.3
        .threeObject3d.material.dithering = true

}, 0)

function is( el, selector ) {
    if ( [].includes.call( document.querySelectorAll( selector ), el ) ) return true
    return false
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