From fe58c649cb83c73c3f2c3094682189ffa78ccc4f Mon Sep 17 00:00:00 2001
From: Aaron Iker <aaron@anoma.ly>
Date: Thu, 15 Jan 2026 21:31:50 +0100
Subject: feat(console): Update /black plan selection, light rays effect.
 mobile styles (#8731)

Co-authored-by: Github Action <action@github.com>
---
 packages/console/app/src/component/light-rays.tsx | 924 ++++++++++++++++++++++
 1 file changed, 924 insertions(+)
 create mode 100644 packages/console/app/src/component/light-rays.tsx

(limited to 'packages/console/app/src/component/light-rays.tsx')

diff --git a/packages/console/app/src/component/light-rays.tsx b/packages/console/app/src/component/light-rays.tsx
new file mode 100644
index 000000000..36b47a477
--- /dev/null
+++ b/packages/console/app/src/component/light-rays.tsx
@@ -0,0 +1,924 @@
+import { createSignal, createEffect, onMount, onCleanup, Show, For, Accessor, Setter } from "solid-js"
+import "./light-rays.css"
+
+export type RaysOrigin =
+  | "top-center"
+  | "top-left"
+  | "top-right"
+  | "right"
+  | "left"
+  | "bottom-center"
+  | "bottom-right"
+  | "bottom-left"
+
+export interface LightRaysConfig {
+  raysOrigin: RaysOrigin
+  raysColor: string
+  raysSpeed: number
+  lightSpread: number
+  rayLength: number
+  sourceWidth: number
+  pulsating: boolean
+  pulsatingMin: number
+  pulsatingMax: number
+  fadeDistance: number
+  saturation: number
+  followMouse: boolean
+  mouseInfluence: number
+  noiseAmount: number
+  distortion: number
+  opacity: number
+}
+
+export const defaultConfig: LightRaysConfig = {
+  raysOrigin: "top-center",
+  raysColor: "#ffffff",
+  raysSpeed: 1.0,
+  lightSpread: 1.15,
+  rayLength: 4.0,
+  sourceWidth: 0.1,
+  pulsating: true,
+  pulsatingMin: 0.9,
+  pulsatingMax: 1.0,
+  fadeDistance: 1.15,
+  saturation: 0.325,
+  followMouse: false,
+  mouseInfluence: 0.05,
+  noiseAmount: 0.5,
+  distortion: 0.0,
+  opacity: 0.35,
+}
+
+export interface LightRaysAnimationState {
+  time: number
+  intensity: number
+  pulseValue: number
+}
+
+interface LightRaysProps {
+  config: Accessor<LightRaysConfig>
+  class?: string
+  onAnimationFrame?: (state: LightRaysAnimationState) => void
+}
+
+const hexToRgb = (hex: string): [number, number, number] => {
+  const m = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex)
+  return m ? [parseInt(m[1], 16) / 255, parseInt(m[2], 16) / 255, parseInt(m[3], 16) / 255] : [1, 1, 1]
+}
+
+const getAnchorAndDir = (
+  origin: RaysOrigin,
+  w: number,
+  h: number,
+): { anchor: [number, number]; dir: [number, number] } => {
+  const outside = 0.2
+  switch (origin) {
+    case "top-left":
+      return { anchor: [0, -outside * h], dir: [0, 1] }
+    case "top-right":
+      return { anchor: [w, -outside * h], dir: [0, 1] }
+    case "left":
+      return { anchor: [-outside * w, 0.5 * h], dir: [1, 0] }
+    case "right":
+      return { anchor: [(1 + outside) * w, 0.5 * h], dir: [-1, 0] }
+    case "bottom-left":
+      return { anchor: [0, (1 + outside) * h], dir: [0, -1] }
+    case "bottom-center":
+      return { anchor: [0.5 * w, (1 + outside) * h], dir: [0, -1] }
+    case "bottom-right":
+      return { anchor: [w, (1 + outside) * h], dir: [0, -1] }
+    default: // "top-center"
+      return { anchor: [0.5 * w, -outside * h], dir: [0, 1] }
+  }
+}
+
+interface UniformData {
+  iTime: number
+  iResolution: [number, number]
+  rayPos: [number, number]
+  rayDir: [number, number]
+  raysColor: [number, number, number]
+  raysSpeed: number
+  lightSpread: number
+  rayLength: number
+  sourceWidth: number
+  pulsating: number
+  pulsatingMin: number
+  pulsatingMax: number
+  fadeDistance: number
+  saturation: number
+  mousePos: [number, number]
+  mouseInfluence: number
+  noiseAmount: number
+  distortion: number
+}
+
+const WGSL_SHADER = `
+  struct Uniforms {
+    iTime: f32,
+    _pad0: f32,
+    iResolution: vec2<f32>,
+    rayPos: vec2<f32>,
+    rayDir: vec2<f32>,
+    raysColor: vec3<f32>,
+    raysSpeed: f32,
+    lightSpread: f32,
+    rayLength: f32,
+    sourceWidth: f32,
+    pulsating: f32,
+    pulsatingMin: f32,
+    pulsatingMax: f32,
+    fadeDistance: f32,
+    saturation: f32,
+    mousePos: vec2<f32>,
+    mouseInfluence: f32,
+    noiseAmount: f32,
+    distortion: f32,
+    _pad1: f32,
+    _pad2: f32,
+    _pad3: f32,
+  };
+
+  @group(0) @binding(0) var<uniform> uniforms: Uniforms;
+
+  struct VertexOutput {
+    @builtin(position) position: vec4<f32>,
+    @location(0) vUv: vec2<f32>,
+  };
+
+  @vertex
+  fn vertexMain(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
+    var positions = array<vec2<f32>, 3>(
+      vec2<f32>(-1.0, -1.0),
+      vec2<f32>(3.0, -1.0),
+      vec2<f32>(-1.0, 3.0)
+    );
+    
+    var output: VertexOutput;
+    let pos = positions[vertexIndex];
+    output.position = vec4<f32>(pos, 0.0, 1.0);
+    output.vUv = pos * 0.5 + 0.5;
+    return output;
+  }
+
+  fn noise(st: vec2<f32>) -> f32 {
+    return fract(sin(dot(st, vec2<f32>(12.9898, 78.233))) * 43758.5453123);
+  }
+
+  fn rayStrength(raySource: vec2<f32>, rayRefDirection: vec2<f32>, coord: vec2<f32>,
+                seedA: f32, seedB: f32, speed: f32) -> f32 {
+    let sourceToCoord = coord - raySource;
+    let dirNorm = normalize(sourceToCoord);
+    let cosAngle = dot(dirNorm, rayRefDirection);
+
+    let distortedAngle = cosAngle + uniforms.distortion * sin(uniforms.iTime * 2.0 + length(sourceToCoord) * 0.01) * 0.2;
+    
+    let spreadFactor = pow(max(distortedAngle, 0.0), 1.0 / max(uniforms.lightSpread, 0.001));
+
+    let distance = length(sourceToCoord);
+    let maxDistance = uniforms.iResolution.x * uniforms.rayLength;
+    let lengthFalloff = clamp((maxDistance - distance) / maxDistance, 0.0, 1.0);
+    
+    let fadeFalloff = clamp((uniforms.iResolution.x * uniforms.fadeDistance - distance) / (uniforms.iResolution.x * uniforms.fadeDistance), 0.5, 1.0);
+    let pulseCenter = (uniforms.pulsatingMin + uniforms.pulsatingMax) * 0.5;
+    let pulseAmplitude = (uniforms.pulsatingMax - uniforms.pulsatingMin) * 0.5;
+    var pulse: f32;
+    if (uniforms.pulsating > 0.5) {
+      pulse = pulseCenter + pulseAmplitude * sin(uniforms.iTime * speed * 3.0);
+    } else {
+      pulse = 1.0;
+    }
+
+    let baseStrength = clamp(
+      (0.45 + 0.15 * sin(distortedAngle * seedA + uniforms.iTime * speed)) +
+      (0.3 + 0.2 * cos(-distortedAngle * seedB + uniforms.iTime * speed)),
+      0.0, 1.0
+    );
+
+    return baseStrength * lengthFalloff * fadeFalloff * spreadFactor * pulse;
+  }
+
+  @fragment
+  fn fragmentMain(@builtin(position) fragCoord: vec4<f32>, @location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {
+    let coord = vec2<f32>(fragCoord.x, fragCoord.y);
+    
+    let normalizedX = (coord.x / uniforms.iResolution.x) - 0.5;
+    let widthOffset = -normalizedX * uniforms.sourceWidth * uniforms.iResolution.x;
+    
+    let perpDir = vec2<f32>(-uniforms.rayDir.y, uniforms.rayDir.x);
+    let adjustedRayPos = uniforms.rayPos + perpDir * widthOffset;
+    
+    var finalRayDir = uniforms.rayDir;
+    if (uniforms.mouseInfluence > 0.0) {
+      let mouseScreenPos = uniforms.mousePos * uniforms.iResolution;
+      let mouseDirection = normalize(mouseScreenPos - adjustedRayPos);
+      finalRayDir = normalize(mix(uniforms.rayDir, mouseDirection, uniforms.mouseInfluence));
+    }
+
+    let rays1 = vec4<f32>(1.0) *
+                rayStrength(adjustedRayPos, finalRayDir, coord, 36.2214, 21.11349,
+                            1.5 * uniforms.raysSpeed);
+    let rays2 = vec4<f32>(1.0) *
+                rayStrength(adjustedRayPos, finalRayDir, coord, 22.3991, 18.0234,
+                            1.1 * uniforms.raysSpeed);
+
+    var fragColor = rays1 * 0.5 + rays2 * 0.4;
+
+    if (uniforms.noiseAmount > 0.0) {
+      let n = noise(coord * 0.01 + uniforms.iTime * 0.1);
+      fragColor = vec4<f32>(fragColor.rgb * (1.0 - uniforms.noiseAmount + uniforms.noiseAmount * n), fragColor.a);
+    }
+
+    let brightness = 1.0 - (coord.y / uniforms.iResolution.y);
+    fragColor.x = fragColor.x * (0.1 + brightness * 0.8);
+    fragColor.y = fragColor.y * (0.3 + brightness * 0.6);
+    fragColor.z = fragColor.z * (0.5 + brightness * 0.5);
+
+    if (uniforms.saturation != 1.0) {
+      let gray = dot(fragColor.rgb, vec3<f32>(0.299, 0.587, 0.114));
+      fragColor = vec4<f32>(mix(vec3<f32>(gray), fragColor.rgb, uniforms.saturation), fragColor.a);
+    }
+
+    fragColor = vec4<f32>(fragColor.rgb * uniforms.raysColor, fragColor.a);
+    
+    return fragColor;
+  }
+`
+
+const UNIFORM_BUFFER_SIZE = 96
+
+function createUniformBuffer(data: UniformData): Float32Array {
+  const buffer = new Float32Array(24)
+  buffer[0] = data.iTime
+  buffer[1] = 0
+  buffer[2] = data.iResolution[0]
+  buffer[3] = data.iResolution[1]
+  buffer[4] = data.rayPos[0]
+  buffer[5] = data.rayPos[1]
+  buffer[6] = data.rayDir[0]
+  buffer[7] = data.rayDir[1]
+  buffer[8] = data.raysColor[0]
+  buffer[9] = data.raysColor[1]
+  buffer[10] = data.raysColor[2]
+  buffer[11] = data.raysSpeed
+  buffer[12] = data.lightSpread
+  buffer[13] = data.rayLength
+  buffer[14] = data.sourceWidth
+  buffer[15] = data.pulsating
+  buffer[16] = data.pulsatingMin
+  buffer[17] = data.pulsatingMax
+  buffer[18] = data.fadeDistance
+  buffer[19] = data.saturation
+  buffer[20] = data.mousePos[0]
+  buffer[21] = data.mousePos[1]
+  buffer[22] = data.mouseInfluence
+  buffer[23] = data.noiseAmount
+  return buffer
+}
+
+const UNIFORM_BUFFER_SIZE_CORRECTED = 112
+
+function createUniformBufferCorrected(data: UniformData): Float32Array {
+  const buffer = new Float32Array(28)
+  buffer[0] = data.iTime
+  buffer[1] = 0
+  buffer[2] = data.iResolution[0]
+  buffer[3] = data.iResolution[1]
+  buffer[4] = data.rayPos[0]
+  buffer[5] = data.rayPos[1]
+  buffer[6] = data.rayDir[0]
+  buffer[7] = data.rayDir[1]
+  buffer[8] = data.raysColor[0]
+  buffer[9] = data.raysColor[1]
+  buffer[10] = data.raysColor[2]
+  buffer[11] = data.raysSpeed
+  buffer[12] = data.lightSpread
+  buffer[13] = data.rayLength
+  buffer[14] = data.sourceWidth
+  buffer[15] = data.pulsating
+  buffer[16] = data.pulsatingMin
+  buffer[17] = data.pulsatingMax
+  buffer[18] = data.fadeDistance
+  buffer[19] = data.saturation
+  buffer[20] = data.mousePos[0]
+  buffer[21] = data.mousePos[1]
+  buffer[22] = data.mouseInfluence
+  buffer[23] = data.noiseAmount
+  buffer[24] = data.distortion
+  buffer[25] = 0
+  buffer[26] = 0
+  buffer[27] = 0
+  return buffer
+}
+
+export default function LightRays(props: LightRaysProps) {
+  let containerRef: HTMLDivElement | undefined
+  let canvasRef: HTMLCanvasElement | null = null
+  let deviceRef: GPUDevice | null = null
+  let contextRef: GPUCanvasContext | null = null
+  let pipelineRef: GPURenderPipeline | null = null
+  let uniformBufferRef: GPUBuffer | null = null
+  let bindGroupRef: GPUBindGroup | null = null
+  let animationIdRef: number | null = null
+  let cleanupFunctionRef: (() => void) | null = null
+  let uniformDataRef: UniformData | null = null
+
+  const mouseRef = { x: 0.5, y: 0.5 }
+  const smoothMouseRef = { x: 0.5, y: 0.5 }
+
+  const [isVisible, setIsVisible] = createSignal(false)
+
+  onMount(() => {
+    if (!containerRef) return
+
+    const observer = new IntersectionObserver(
+      (entries) => {
+        const entry = entries[0]
+        setIsVisible(entry.isIntersecting)
+      },
+      { threshold: 0.1 },
+    )
+
+    observer.observe(containerRef)
+
+    onCleanup(() => {
+      observer.disconnect()
+    })
+  })
+
+  createEffect(() => {
+    const visible = isVisible()
+    const config = props.config()
+    if (!visible || !containerRef) {
+      return
+    }
+
+    if (cleanupFunctionRef) {
+      cleanupFunctionRef()
+      cleanupFunctionRef = null
+    }
+
+    const initializeWebGPU = async () => {
+      if (!containerRef) {
+        return
+      }
+
+      await new Promise((resolve) => setTimeout(resolve, 10))
+
+      if (!containerRef) {
+        return
+      }
+
+      if (!navigator.gpu) {
+        console.warn("WebGPU is not supported in this browser")
+        return
+      }
+
+      const adapter = await navigator.gpu.requestAdapter()
+      if (!adapter) {
+        console.warn("Failed to get WebGPU adapter")
+        return
+      }
+
+      const device = await adapter.requestDevice()
+      deviceRef = device
+
+      const canvas = document.createElement("canvas")
+      canvas.style.width = "100%"
+      canvas.style.height = "100%"
+      canvasRef = canvas
+
+      while (containerRef.firstChild) {
+        containerRef.removeChild(containerRef.firstChild)
+      }
+      containerRef.appendChild(canvas)
+
+      const context = canvas.getContext("webgpu")
+      if (!context) {
+        console.warn("Failed to get WebGPU context")
+        return
+      }
+      contextRef = context
+
+      const presentationFormat = navigator.gpu.getPreferredCanvasFormat()
+      context.configure({
+        device,
+        format: presentationFormat,
+        alphaMode: "premultiplied",
+      })
+
+      const shaderModule = device.createShaderModule({
+        code: WGSL_SHADER,
+      })
+
+      const uniformBuffer = device.createBuffer({
+        size: UNIFORM_BUFFER_SIZE_CORRECTED,
+        usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
+      })
+      uniformBufferRef = uniformBuffer
+
+      const bindGroupLayout = device.createBindGroupLayout({
+        entries: [
+          {
+            binding: 0,
+            visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
+            buffer: { type: "uniform" },
+          },
+        ],
+      })
+
+      const bindGroup = device.createBindGroup({
+        layout: bindGroupLayout,
+        entries: [
+          {
+            binding: 0,
+            resource: { buffer: uniformBuffer },
+          },
+        ],
+      })
+      bindGroupRef = bindGroup
+
+      const pipelineLayout = device.createPipelineLayout({
+        bindGroupLayouts: [bindGroupLayout],
+      })
+
+      const pipeline = device.createRenderPipeline({
+        layout: pipelineLayout,
+        vertex: {
+          module: shaderModule,
+          entryPoint: "vertexMain",
+        },
+        fragment: {
+          module: shaderModule,
+          entryPoint: "fragmentMain",
+          targets: [
+            {
+              format: presentationFormat,
+              blend: {
+                color: {
+                  srcFactor: "src-alpha",
+                  dstFactor: "one-minus-src-alpha",
+                  operation: "add",
+                },
+                alpha: {
+                  srcFactor: "one",
+                  dstFactor: "one-minus-src-alpha",
+                  operation: "add",
+                },
+              },
+            },
+          ],
+        },
+        primitive: {
+          topology: "triangle-list",
+        },
+      })
+      pipelineRef = pipeline
+
+      const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
+      const dpr = Math.min(window.devicePixelRatio, 2)
+      const w = wCSS * dpr
+      const h = hCSS * dpr
+      const { anchor, dir } = getAnchorAndDir(config.raysOrigin, w, h)
+
+      uniformDataRef = {
+        iTime: 0,
+        iResolution: [w, h],
+        rayPos: anchor,
+        rayDir: dir,
+        raysColor: hexToRgb(config.raysColor),
+        raysSpeed: config.raysSpeed,
+        lightSpread: config.lightSpread,
+        rayLength: config.rayLength,
+        sourceWidth: config.sourceWidth,
+        pulsating: config.pulsating ? 1.0 : 0.0,
+        pulsatingMin: config.pulsatingMin,
+        pulsatingMax: config.pulsatingMax,
+        fadeDistance: config.fadeDistance,
+        saturation: config.saturation,
+        mousePos: [0.5, 0.5],
+        mouseInfluence: config.mouseInfluence,
+        noiseAmount: config.noiseAmount,
+        distortion: config.distortion,
+      }
+
+      const updatePlacement = () => {
+        if (!containerRef || !canvasRef || !uniformDataRef) {
+          return
+        }
+
+        const dpr = Math.min(window.devicePixelRatio, 2)
+        const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
+        const w = Math.floor(wCSS * dpr)
+        const h = Math.floor(hCSS * dpr)
+
+        canvasRef.width = w
+        canvasRef.height = h
+
+        uniformDataRef.iResolution = [w, h]
+
+        const currentConfig = props.config()
+        const { anchor, dir } = getAnchorAndDir(currentConfig.raysOrigin, w, h)
+        uniformDataRef.rayPos = anchor
+        uniformDataRef.rayDir = dir
+      }
+
+      const loop = (t: number) => {
+        if (!deviceRef || !contextRef || !pipelineRef || !uniformBufferRef || !bindGroupRef || !uniformDataRef) {
+          return
+        }
+
+        const currentConfig = props.config()
+        const timeSeconds = t * 0.001
+        uniformDataRef.iTime = timeSeconds
+
+        if (currentConfig.followMouse && currentConfig.mouseInfluence > 0.0) {
+          const smoothing = 0.92
+
+          smoothMouseRef.x = smoothMouseRef.x * smoothing + mouseRef.x * (1 - smoothing)
+          smoothMouseRef.y = smoothMouseRef.y * smoothing + mouseRef.y * (1 - smoothing)
+
+          uniformDataRef.mousePos = [smoothMouseRef.x, smoothMouseRef.y]
+        }
+
+        if (props.onAnimationFrame) {
+          const pulseCenter = (currentConfig.pulsatingMin + currentConfig.pulsatingMax) * 0.5
+          const pulseAmplitude = (currentConfig.pulsatingMax - currentConfig.pulsatingMin) * 0.5
+          const pulseValue = currentConfig.pulsating
+            ? pulseCenter + pulseAmplitude * Math.sin(timeSeconds * currentConfig.raysSpeed * 3.0)
+            : 1.0
+
+          const baseIntensity1 = 0.45 + 0.15 * Math.sin(timeSeconds * currentConfig.raysSpeed * 1.5)
+          const baseIntensity2 = 0.3 + 0.2 * Math.cos(timeSeconds * currentConfig.raysSpeed * 1.1)
+          const intensity = (baseIntensity1 + baseIntensity2) * pulseValue
+
+          props.onAnimationFrame({
+            time: timeSeconds,
+            intensity,
+            pulseValue,
+          })
+        }
+
+        try {
+          const uniformData = createUniformBufferCorrected(uniformDataRef)
+          deviceRef.queue.writeBuffer(uniformBufferRef, 0, uniformData.buffer)
+
+          const commandEncoder = deviceRef.createCommandEncoder()
+
+          const textureView = contextRef.getCurrentTexture().createView()
+
+          const renderPass = commandEncoder.beginRenderPass({
+            colorAttachments: [
+              {
+                view: textureView,
+                clearValue: { r: 0, g: 0, b: 0, a: 0 },
+                loadOp: "clear",
+                storeOp: "store",
+              },
+            ],
+          })
+
+          renderPass.setPipeline(pipelineRef)
+          renderPass.setBindGroup(0, bindGroupRef)
+          renderPass.draw(3)
+          renderPass.end()
+
+          deviceRef.queue.submit([commandEncoder.finish()])
+
+          animationIdRef = requestAnimationFrame(loop)
+        } catch (error) {
+          console.warn("WebGPU rendering error:", error)
+          return
+        }
+      }
+
+      window.addEventListener("resize", updatePlacement)
+      updatePlacement()
+      animationIdRef = requestAnimationFrame(loop)
+
+      cleanupFunctionRef = () => {
+        if (animationIdRef) {
+          cancelAnimationFrame(animationIdRef)
+          animationIdRef = null
+        }
+
+        window.removeEventListener("resize", updatePlacement)
+
+        if (uniformBufferRef) {
+          uniformBufferRef.destroy()
+          uniformBufferRef = null
+        }
+
+        if (deviceRef) {
+          deviceRef.destroy()
+          deviceRef = null
+        }
+
+        if (canvasRef && canvasRef.parentNode) {
+          canvasRef.parentNode.removeChild(canvasRef)
+        }
+
+        canvasRef = null
+        contextRef = null
+        pipelineRef = null
+        bindGroupRef = null
+        uniformDataRef = null
+      }
+    }
+
+    initializeWebGPU()
+
+    onCleanup(() => {
+      if (cleanupFunctionRef) {
+        cleanupFunctionRef()
+        cleanupFunctionRef = null
+      }
+    })
+  })
+
+  createEffect(() => {
+    if (!uniformDataRef || !containerRef) {
+      return
+    }
+
+    const config = props.config()
+
+    uniformDataRef.raysColor = hexToRgb(config.raysColor)
+    uniformDataRef.raysSpeed = config.raysSpeed
+    uniformDataRef.lightSpread = config.lightSpread
+    uniformDataRef.rayLength = config.rayLength
+    uniformDataRef.sourceWidth = config.sourceWidth
+    uniformDataRef.pulsating = config.pulsating ? 1.0 : 0.0
+    uniformDataRef.pulsatingMin = config.pulsatingMin
+    uniformDataRef.pulsatingMax = config.pulsatingMax
+    uniformDataRef.fadeDistance = config.fadeDistance
+    uniformDataRef.saturation = config.saturation
+    uniformDataRef.mouseInfluence = config.mouseInfluence
+    uniformDataRef.noiseAmount = config.noiseAmount
+    uniformDataRef.distortion = config.distortion
+
+    const dpr = Math.min(window.devicePixelRatio, 2)
+    const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
+    const { anchor, dir } = getAnchorAndDir(config.raysOrigin, wCSS * dpr, hCSS * dpr)
+    uniformDataRef.rayPos = anchor
+    uniformDataRef.rayDir = dir
+  })
+
+  createEffect(() => {
+    const config = props.config()
+    if (!config.followMouse) {
+      return
+    }
+
+    const handleMouseMove = (e: MouseEvent) => {
+      if (!containerRef) {
+        return
+      }
+      const rect = containerRef.getBoundingClientRect()
+      const x = (e.clientX - rect.left) / rect.width
+      const y = (e.clientY - rect.top) / rect.height
+      mouseRef.x = x
+      mouseRef.y = y
+    }
+
+    window.addEventListener("mousemove", handleMouseMove)
+
+    onCleanup(() => {
+      window.removeEventListener("mousemove", handleMouseMove)
+    })
+  })
+
+  return (
+    <div
+      ref={containerRef}
+      class={`light-rays-container ${props.class ?? ""}`.trim()}
+      style={{ opacity: props.config().opacity }}
+    />
+  )
+}
+
+interface LightRaysControlsProps {
+  config: Accessor<LightRaysConfig>
+  setConfig: Setter<LightRaysConfig>
+}
+
+export function LightRaysControls(props: LightRaysControlsProps) {
+  const [isOpen, setIsOpen] = createSignal(true)
+
+  const updateConfig = <K extends keyof LightRaysConfig>(key: K, value: LightRaysConfig[K]) => {
+    props.setConfig((prev) => ({ ...prev, [key]: value }))
+  }
+
+  const origins: RaysOrigin[] = [
+    "top-center",
+    "top-left",
+    "top-right",
+    "left",
+    "right",
+    "bottom-center",
+    "bottom-left",
+    "bottom-right",
+  ]
+
+  return (
+    <div class="light-rays-controls">
+      <button class="light-rays-controls-toggle" onClick={() => setIsOpen(!isOpen())}>
+        {isOpen() ? "▼" : "▶"} Light Rays
+      </button>
+      <Show when={isOpen()}>
+        <div class="light-rays-controls-panel">
+          <div class="control-group">
+            <label>Origin</label>
+            <select
+              value={props.config().raysOrigin}
+              onChange={(e) => updateConfig("raysOrigin", e.currentTarget.value as RaysOrigin)}
+            >
+              <For each={origins}>{(origin) => <option value={origin}>{origin}</option>}</For>
+            </select>
+          </div>
+
+          <div class="control-group">
+            <label>Color</label>
+            <input
+              type="color"
+              value={props.config().raysColor}
+              onInput={(e) => updateConfig("raysColor", e.currentTarget.value)}
+            />
+          </div>
+
+          <div class="control-group">
+            <label>Speed: {props.config().raysSpeed.toFixed(2)}</label>
+            <input
+              type="range"
+              min="0"
+              max="3"
+              step="0.01"
+              value={props.config().raysSpeed}
+              onInput={(e) => updateConfig("raysSpeed", parseFloat(e.currentTarget.value))}
+            />
+          </div>
+
+          <div class="control-group">
+            <label>Light Spread: {props.config().lightSpread.toFixed(2)}</label>
+            <input
+              type="range"
+              min="0.1"
+              max="5"
+              step="0.01"
+              value={props.config().lightSpread}
+              onInput={(e) => updateConfig("lightSpread", parseFloat(e.currentTarget.value))}
+            />
+          </div>
+
+          <div class="control-group">
+            <label>Ray Length: {props.config().rayLength.toFixed(2)}</label>
+            <input
+              type="range"
+              min="0.1"
+              max="5"
+              step="0.01"
+              value={props.config().rayLength}
+              onInput={(e) => updateConfig("rayLength", parseFloat(e.currentTarget.value))}
+            />
+          </div>
+
+          <div class="control-group">
+            <label>Source Width: {props.config().sourceWidth.toFixed(2)}</label>
+            <input
+              type="range"
+              min="0"
+              max="2"
+              step="0.01"
+              value={props.config().sourceWidth}
+              onInput={(e) => updateConfig("sourceWidth", parseFloat(e.currentTarget.value))}
+            />
+          </div>
+
+          <div class="control-group">
+            <label>Fade Distance: {props.config().fadeDistance.toFixed(2)}</label>
+            <input
+              type="range"
+              min="0.1"
+              max="3"
+              step="0.01"
+              value={props.config().fadeDistance}
+              onInput={(e) => updateConfig("fadeDistance", parseFloat(e.currentTarget.value))}
+            />
+          </div>
+
+          <div class="control-group">
+            <label>Saturation: {props.config().saturation.toFixed(2)}</label>
+            <input
+              type="range"
+              min="0"
+              max="2"
+              step="0.01"
+              value={props.config().saturation}
+              onInput={(e) => updateConfig("saturation", parseFloat(e.currentTarget.value))}
+            />
+          </div>
+
+          <div class="control-group">
+            <label>Mouse Influence: {props.config().mouseInfluence.toFixed(2)}</label>
+            <input
+              type="range"
+              min="0"
+              max="1"
+              step="0.01"
+              value={props.config().mouseInfluence}
+              onInput={(e) => updateConfig("mouseInfluence", parseFloat(e.currentTarget.value))}
+            />
+          </div>
+
+          <div class="control-group">
+            <label>Noise: {props.config().noiseAmount.toFixed(2)}</label>
+            <input
+              type="range"
+              min="0"
+              max="1"
+              step="0.01"
+              value={props.config().noiseAmount}
+              onInput={(e) => updateConfig("noiseAmount", parseFloat(e.currentTarget.value))}
+            />
+          </div>
+
+          <div class="control-group">
+            <label>Distortion: {props.config().distortion.toFixed(2)}</label>
+            <input
+              type="range"
+              min="0"
+              max="2"
+              step="0.01"
+              value={props.config().distortion}
+              onInput={(e) => updateConfig("distortion", parseFloat(e.currentTarget.value))}
+            />
+          </div>
+
+          <div class="control-group">
+            <label>Opacity: {props.config().opacity.toFixed(2)}</label>
+            <input
+              type="range"
+              min="0"
+              max="1"
+              step="0.01"
+              value={props.config().opacity}
+              onInput={(e) => updateConfig("opacity", parseFloat(e.currentTarget.value))}
+            />
+          </div>
+
+          <div class="control-group checkbox">
+            <label>
+              <input
+                type="checkbox"
+                checked={props.config().pulsating}
+                onChange={(e) => updateConfig("pulsating", e.currentTarget.checked)}
+              />
+              Pulsating
+            </label>
+          </div>
+
+          <Show when={props.config().pulsating}>
+            <div class="control-group">
+              <label>Pulse Min: {props.config().pulsatingMin.toFixed(2)}</label>
+              <input
+                type="range"
+                min="0"
+                max="1"
+                step="0.01"
+                value={props.config().pulsatingMin}
+                onInput={(e) => updateConfig("pulsatingMin", parseFloat(e.currentTarget.value))}
+              />
+            </div>
+
+            <div class="control-group">
+              <label>Pulse Max: {props.config().pulsatingMax.toFixed(2)}</label>
+              <input
+                type="range"
+                min="0"
+                max="2"
+                step="0.01"
+                value={props.config().pulsatingMax}
+                onInput={(e) => updateConfig("pulsatingMax", parseFloat(e.currentTarget.value))}
+              />
+            </div>
+          </Show>
+
+          <div class="control-group checkbox">
+            <label>
+              <input
+                type="checkbox"
+                checked={props.config().followMouse}
+                onChange={(e) => updateConfig("followMouse", e.currentTarget.checked)}
+              />
+              Follow Mouse
+            </label>
+          </div>
+
+          <button class="reset-button" onClick={() => props.setConfig(defaultConfig)}>
+            Reset to Defaults
+          </button>
+        </div>
+      </Show>
+    </div>
+  )
+}
-- 
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