{
  "id": "mui_glass_stack",
  "name": "Glass Stack",
  "width": 900,
  "height": 540,
  "cornerRadius": 0,
  "fit": "Layout",
  "backgroundColor": "#09080e",
  "opacity": 1,
  "x": -450,
  "y": -270,
  "responsive": {
    "enabled": true,
    "mode": "constraint",
    "width": {
      "type": "fixed"
    },
    "height": {
      "type": "fixed"
    },
    "maintainAspectRatio": false,
    "scaleObjects": false,
    "breakpoints": [
      {
        "id": "bp_mobile",
        "name": "Mobile",
        "minWidth": 0,
        "maxWidth": 599
      },
      {
        "id": "bp_tablet",
        "name": "Tablet",
        "minWidth": 600,
        "maxWidth": 1023
      },
      {
        "id": "bp_desktop",
        "name": "Desktop",
        "minWidth": 1024
      }
    ]
  },
  "layoutProps": {
    "mode": "linear",
    "direction": "vertical",
    "gap": 0,
    "padding": {
      "top": 0,
      "right": 0,
      "bottom": 0,
      "left": 0
    },
    "alignItems": "stretch",
    "layoutSizingHorizontal": "fixed",
    "layoutSizingVertical": "fixed"
  },
  "seo": {
    "title": "Glass Stack — Exode Motion UI",
    "description": "An interactive 3D stacked deck of frosted glass cards with realistic spring fan-out physics when hovered and a 3D flip-cycle transition on click."
  },
  "stateMachine": {
    "inputs": [
      {
        "id": "in_speed",
        "name": "speed",
        "value": {
          "type": "Number",
          "value": 1,
          "defaultValue": 1
        }
      },
      {
        "id": "in_accent",
        "name": "accent",
        "value": {
          "type": "Text",
          "value": "#8b5cf6",
          "defaultValue": "#8b5cf6"
        }
      },
      {
        "id": "in_bg",
        "name": "bg",
        "value": {
          "type": "Text",
          "value": "#09080e",
          "defaultValue": "#09080e"
        }
      }
    ],
    "layers": [
      {
        "name": "Base",
        "entryStateId": "s_idle",
        "states": [
          {
            "id": "s_idle",
            "name": "Idle",
            "loop": true,
            "transitions": []
          }
        ]
      }
    ],
    "logicNodes": []
  },
  "animations": [],
  "physics": {
    "enabled": false,
    "gravity": {
      "x": 0,
      "y": 9.8
    }
  },
  "animationFlow": [],
  "navigation": [],
  "stateVariables": [],
  "objects": [
    {
      "id": "stage",
      "name": "Stage",
      "type": "Group",
      "transform": {
        "x": 0,
        "y": 0,
        "rotation": 0,
        "scale_x": 1,
        "scale_y": 1,
        "opacity": 1,
        "skew_x": 0,
        "skew_y": 0
      },
      "width": 900,
      "height": 540,
      "geometry": {
        "type": "Rectangle",
        "width": 900,
        "height": 540,
        "cornerRadius": 0
      },
      "cornerRadius": 0,
      "children": [],
      "clipContent": true,
      "style": {
        "fill": {
          "type": "Solid",
          "color": "#09080e",
          "opacity": 1
        },
        "effects": [
          {
            "id": "fx_glass-stack",
            "type": "CustomEffect",
            "name": "Glass Stack",
            "isEnabled": true,
            "params": {},
            "code": "/* Shared by every motion-ui effect (prepended to each one).\n   Rules for this file and the effects: the .bexode compiler minifies effect\n   code, so use explicit semicolons, block comments only, and never write a\n   minus followed by a negative value (it collapses to a decrement). */\n\n/* Read a live state-machine input, falling back to a default. */\nfunction inp(env, name, fallback) {\n  const v = env.inputs ? env.inputs[name] : undefined;\n  if (v === undefined || v === null || v === '') return fallback;\n  if (typeof fallback === 'number') {\n    const n = Number(v);\n    return isFinite(n) ? n : fallback;\n  }\n  if (typeof fallback === 'boolean') return v === true || v === 1 || v === 'true';\n  return v;\n}\n\n/* '#rgb' / '#rrggbb' to [r, g, b]; anything else falls back to white. */\nfunction rgbOf(hex) {\n  let h = String(hex || '').trim().replace('#', '');\n  if (h.length === 3) h = h[0] + h[0] + h[1] + h[1] + h[2] + h[2];\n  if (!/^[0-9a-fA-F]{6}$/.test(h)) return [255, 255, 255];\n  const n = parseInt(h, 16);\n  return [(n >> 16) & 255, (n >> 8) & 255, n & 255];\n}\n\nfunction rgba(hex, a) {\n  const c = rgbOf(hex);\n  return 'rgba(' + c[0] + ',' + c[1] + ',' + c[2] + ',' + Math.max(0, Math.min(1, a)) + ')';\n}\n\nfunction mix(a, b, t) {\n  const x = rgbOf(a), y = rgbOf(b);\n  const r = Math.round(x[0] + (y[0] - x[0]) * t);\n  const g = Math.round(x[1] + (y[1] - x[1]) * t);\n  const bl = Math.round(x[2] + (y[2] - x[2]) * t);\n  return '#' + ((1 << 24) + (r << 16) + (g << 8) + bl).toString(16).slice(1);\n}\n\n/* A soft round glow, rendered once per colour and blitted with drawImage\n   (much cheaper than shadowBlur on every particle). */\nconst __glows = {};\nfunction glowSprite(hex) {\n  if (__glows[hex]) return __glows[hex];\n  const s = 64;\n  const c = document.createElement('canvas');\n  c.width = s; c.height = s;\n  const g = c.getContext('2d');\n  const gr = g.createRadialGradient(s / 2, s / 2, 0, s / 2, s / 2, s / 2);\n  gr.addColorStop(0, rgba(hex, 1));\n  gr.addColorStop(0.18, rgba(hex, 0.55));\n  gr.addColorStop(0.45, rgba(hex, 0.14));\n  gr.addColorStop(1, rgba(hex, 0));\n  g.fillStyle = gr;\n  g.fillRect(0, 0, s, s);\n  __glows[hex] = c;\n  return c;\n}\n\nfunction glow(ctx, hex, x, y, r, a) {\n  if (r <= 0 || a <= 0) return;\n  ctx.globalAlpha = Math.min(1, a);\n  ctx.drawImage(glowSprite(hex), x - r, y - r, r * 2, r * 2);\n  ctx.globalAlpha = 1;\n}\n\n/* Frame clock: seconds since start and a clamped delta. */\nfunction tick(S) {\n  const now = performance.now();\n  if (!S.t0) { S.t0 = now; S.last = now; }\n  S.dt = Math.min(0.05, Math.max(0.001, (now - S.last) / 1000));\n  S.last = now;\n  S.age = (now - S.t0) / 1000;\n  return S.dt;\n}\n\n/* Deterministic pseudo-random so layouts are stable across resizes. */\nfunction rng(seed) {\n  let s = seed >>> 0 || 1;\n  return function () {\n    s = (s * 1664525 + 1013904223) >>> 0;\n    return s / 4294967296;\n  };\n}\n\nfunction ease(x) { return x < 0.5 ? 4 * x * x * x : 1 + (Math.pow(2 * x - 2, 3)) / 2; }\nfunction clamp(v, a, b) { return v < a ? a : v > b ? b : v; }\n\nconst SANS = 'Inter, Helvetica, Arial, sans-serif';\nconst MONO = 'ui-monospace, Menlo, monospace';\n\nfunction roundRect(ctx, x, y, w, h, r) {\n  r = Math.min(r, w / 2, h / 2);\n  ctx.beginPath();\n  ctx.moveTo(x + r, y);\n  ctx.arcTo(x + w, y, x + w, y + h, r);\n  ctx.arcTo(x + w, y + h, x, y + h, r);\n  ctx.arcTo(x, y + h, x, y, r);\n  ctx.arcTo(x, y, x + w, y, r);\n  ctx.closePath();\n}\n\n/* Shared backdrop: flat colour, soft vignette and fine grain. */\nfunction backdrop(ctx, W, H, bg, tint, amt) {\n  ctx.fillStyle = bg;\n  ctx.fillRect(0, 0, W, H);\n  if (tint && amt > 0) {\n    const gr = ctx.createRadialGradient(W / 2, H * 0.45, 0, W / 2, H * 0.45, Math.max(W, H) * 0.7);\n    gr.addColorStop(0, rgba(tint, 0.10 * amt));\n    gr.addColorStop(1, rgba(tint, 0));\n    ctx.fillStyle = gr;\n    ctx.fillRect(0, 0, W, H);\n  }\n  const vg = ctx.createRadialGradient(W / 2, H / 2, Math.min(W, H) * 0.3, W / 2, H / 2, Math.max(W, H) * 0.8);\n  vg.addColorStop(0, 'rgba(0,0,0,0)');\n  vg.addColorStop(1, 'rgba(0,0,0,0.45)');\n  ctx.fillStyle = vg;\n  ctx.fillRect(0, 0, W, H);\n}\n\n/* Greedy word wrap with the current ctx.font. */\nfunction wrap(ctx, text, maxW) {\n  const out = [];\n  String(text).split('\\n').forEach(function (para) {\n    const words = para.split(' ');\n    let cur = '';\n    for (let i = 0; i < words.length; i++) {\n      const next = cur ? cur + ' ' + words[i] : words[i];\n      if (cur && ctx.measureText(next).width > maxW) { out.push(cur); cur = words[i]; } else cur = next;\n    }\n    out.push(cur);\n  });\n  return out;\n}\n\n/* Largest font size (up to max) at which text wraps into maxLines within maxW. */\nfunction fitFont(ctx, text, weight, family, maxW, maxLines, max, min) {\n  let fs = max;\n  while (fs > min) {\n    ctx.font = weight + ' ' + fs + 'px ' + family;\n    if (wrap(ctx, text, maxW).length <= maxLines) break;\n    fs = fs * 0.92;\n  }\n  ctx.font = weight + ' ' + fs + 'px ' + family;\n  return fs;\n}\n\n/* Smoothed pointer that idles along a slow figure-eight when the cursor is away. */\nfunction follow(S, env, W, H, k) {\n  const pt = env.pointer || {};\n  const t = S.age || 0;\n  const tx = pt.isHovered ? pt.localX : W / 2 + Math.sin(t * 0.37) * W * 0.3;\n  const ty = pt.isHovered ? pt.localY : H / 2 + Math.sin(t * 0.74) * H * 0.22;\n  if (S.px === undefined) { S.px = tx; S.py = ty; }\n  S.px += (tx - S.px) * Math.min(1, S.dt * (k || 6));\n  S.py += (ty - S.py) * Math.min(1, S.dt * (k || 6));\n  S.inside = !!pt.isHovered;\n  return pt;\n}\n\n/* Optional centred headline over a background effect. */\nfunction title(ctx, W, H, text, sub, ink, accent, bg) {\n  if (!text) return;\n  if (bg) {\n    /* Soft scrim so the headline reads over busy motion. */\n    const sc = ctx.createRadialGradient(W / 2, H / 2, 0, W / 2, H / 2, Math.min(W * 0.5, 560));\n    sc.addColorStop(0, rgba(bg, 0.72));\n    sc.addColorStop(1, rgba(bg, 0));\n    ctx.fillStyle = sc;\n    ctx.fillRect(0, 0, W, H);\n  }\n  ctx.textAlign = 'center';\n  ctx.textBaseline = 'alphabetic';\n  const maxW = Math.min(W * 0.86, 900);\n  const fs = fitFont(ctx, text, 600, SANS, maxW, 2, clamp(W * 0.065, 26, 72), 16);\n  const lines = wrap(ctx, text, maxW);\n  const lh = fs * 1.08;\n  const y0 = H / 2 - (lines.length * lh) / 2 + fs * 0.8 - (sub ? fs * 0.35 : 0);\n  ctx.fillStyle = ink;\n  lines.forEach(function (l, i) { ctx.fillText(l, W / 2, y0 + i * lh); });\n  if (sub) {\n    ctx.font = '500 ' + clamp(fs * 0.24, 11, 15) + 'px ' + MONO;\n    ctx.fillStyle = rgba(accent, 0.85);\n    ctx.fillText(String(sub).toUpperCase(), W / 2, y0 + (lines.length - 1) * lh + fs * 0.9);\n  }\n}\n\n/* Glass Stack: an interactive 3D stacked deck of frosted glass cards.\n   Features realistic spring fan-out physics when hovered, individual card\n   elevation, and an interactive 3D flip-cycle transition on click. */\nlet S = null;\n\nconst CARDS = [\n  { id: 'perf', title: 'Sub-ms Physics', tag: 'ENGINE // V2.0', metric: '0.4ms', desc: 'Hardware-accelerated vector runtime with real-time state machine solver.', color: '#6366f1' },\n  { id: 'tokens', title: 'Token Sync', tag: 'DESIGN SYSTEM', metric: '100%', desc: 'Declarative input bindings auto-sync between Figma canvas and code.', color: '#06b6d4' },\n  { id: 'scale', title: 'Zero Bloat', tag: 'OPTIMIZER', metric: '4.2 KB', desc: 'Binary .bexode format compiles vector artboards into featherweight assets.', color: '#ec4899' },\n];\n\nfunction render(ctx, env) {\n  const W = env.width, H = env.height;\n  if (!S) {\n    S = {\n      order: [0, 1, 2],\n      fanOut: 0,\n      hoverCard: -1,\n      flipT: 0,\n      flipping: false,\n      wasDown: false,\n      ripples: [],\n    };\n  }\n  const dt = tick(S);\n\n  const speed = clamp(inp(env, 'speed', 1), 0.1, 4);\n  const accent = inp(env, 'accent', '#8b5cf6');\n  const bg = inp(env, 'bg', '#09080e');\n\n  ctx.save();\n  ctx.translate(-W / 2, -H / 2);\n\n  /* Deep Canvas Backdrop */\n  ctx.fillStyle = bg;\n  ctx.fillRect(0, 0, W, H);\n\n  const cx = W / 2, cy = H / 2;\n  const isMobile = W < 600;\n  const pt = env.pointer || {};\n  const px = pt.isHovered ? pt.localX : -9999;\n  const py = pt.isHovered ? pt.localY : -9999;\n  const isDown = !!(pt.isDown || pt.down);\n\n  /* Card Dimensions */\n  const cardW = Math.min(W * 0.82, isMobile ? 280 : 360);\n  const cardH = cardW * 0.68;\n\n  /* Check hover on stack */\n  const inStack = pt.isHovered && Math.abs(px - cx) < cardW * 0.75 && Math.abs(py - cy) < cardH * 0.85;\n  const targetFan = inStack ? 1 : 0;\n  S.fanOut += (targetFan - S.fanOut) * Math.min(1, dt * 8 * speed);\n\n  /* Click cycles cards */\n  if (!S.wasDown && isDown && inStack && !S.flipping) {\n    S.flipping = true;\n    S.flipT = 0;\n    S.ripples.push({ x: px, y: py, r: 0, alpha: 0.85, color: '#ffffff' });\n    if (typeof env.emit === 'function') env.emit('cardCycle', CARDS[S.order[0]].id);\n  }\n  S.wasDown = isDown;\n\n  /* Handle card flip transition */\n  if (S.flipping) {\n    S.flipT += dt * 3.2 * speed;\n    if (S.flipT >= 1) {\n      /* Rotate order: move front card to the back */\n      const front = S.order.shift();\n      S.order.push(front);\n      S.flipping = false;\n      S.flipT = 0;\n    }\n  }\n\n  /* Render Stack from back (index 2) to front (index 0) */\n  for (let rank = 2; rank >= 0; rank--) {\n    const cardIdx = S.order[rank];\n    const cardData = CARDS[cardIdx];\n\n    /* Calculate 3D Offset */\n    let offsetX = 0;\n    let offsetY = 0;\n    let rot = 0;\n    let scale = 1;\n    let alpha = 1;\n\n    if (rank === 0 && S.flipping) {\n      /* Front card flying out and tucking into the back */\n      const t = S.flipT;\n      if (t < 0.5) {\n        /* Fly forward and up */\n        offsetY = -t * 120;\n        scale = 1 + t * 0.15;\n        rot = t * 0.2;\n      } else {\n        /* Tuck behind into rank 2 */\n        const t2 = (t - 0.5) * 2;\n        offsetY = -60 + t2 * 96;\n        scale = 1.075 - t2 * 0.195;\n        rot = 0.1 - t2 * 0.1;\n      }\n    } else {\n      /* Idle stack or Fanned-out stack */\n      const idleOffsetY = (rank - 0) * 18;\n      const idleScale = 1 - rank * 0.06;\n      const idleRot = (rank === 1 ? -0.04 : rank === 2 ? 0.05 : 0);\n\n      /* Fan out positions: fan out laterally */\n      const fanOffsetX = (rank - 1) * (cardW * 0.42);\n      const fanOffsetY = rank === 1 ? -10 : 10;\n      const fanRot = (rank - 1) * 0.08;\n\n      offsetX = (1 - S.fanOut) * 0 + S.fanOut * fanOffsetX;\n      offsetY = (1 - S.fanOut) * idleOffsetY + S.fanOut * fanOffsetY;\n      scale = (1 - S.fanOut) * idleScale + S.fanOut * (rank === 1 ? 1.04 : 0.96);\n      rot = (1 - S.fanOut) * idleRot + S.fanOut * fanRot;\n      alpha = 1 - rank * 0.15;\n    }\n\n    ctx.save();\n    ctx.translate(cx + offsetX, cy + offsetY);\n    ctx.rotate(rot);\n    ctx.scale(scale, scale);\n\n    /* Glow */\n    if (rank === 0 || S.fanOut > 0.4) {\n      glow(ctx, cardData.color, 0, 0, cardW * 0.7, 0.35 * alpha);\n    }\n\n    /* Card Drop Shadow */\n    ctx.save();\n    ctx.shadowColor = 'rgba(0, 0, 0, 0.5)';\n    ctx.shadowBlur = 24;\n    ctx.shadowOffsetY = 10;\n\n    /* Frosted Glass Base */\n    ctx.fillStyle = rgba('#0f111a', 0.85 * alpha);\n    roundRect(ctx, -cardW / 2, -cardH / 2, cardW, cardH, 18);\n    ctx.fill();\n    ctx.restore();\n\n    /* Glass Border */\n    const borderGrad = ctx.createLinearGradient(-cardW / 2, -cardH / 2, cardW / 2, cardH / 2);\n    borderGrad.addColorStop(0, rgba(cardData.color, 0.8 * alpha));\n    borderGrad.addColorStop(0.5, rgba('#ffffff', 0.2 * alpha));\n    borderGrad.addColorStop(1, rgba(accent, 0.5 * alpha));\n    ctx.strokeStyle = borderGrad;\n    ctx.lineWidth = 1.4;\n    roundRect(ctx, -cardW / 2, -cardH / 2, cardW, cardH, 18);\n    ctx.stroke();\n\n    /* Card Content */\n    const pad = 24;\n\n    /* Tag pill */\n    ctx.font = '700 10px ' + MONO;\n    ctx.textAlign = 'left';\n    ctx.textBaseline = 'top';\n    ctx.fillStyle = rgba(cardData.color, alpha);\n    ctx.fillText(cardData.tag, -cardW / 2 + pad, -cardH / 2 + pad);\n\n    /* Metric number (Top right) */\n    ctx.font = '800 24px ' + SANS;\n    ctx.textAlign = 'right';\n    ctx.fillStyle = rgba('#ffffff', alpha);\n    ctx.fillText(cardData.metric, cardW / 2 - pad, -cardH / 2 + pad - 2);\n\n    /* Title */\n    ctx.font = '700 18px ' + SANS;\n    ctx.textAlign = 'left';\n    ctx.fillStyle = rgba('#ffffff', alpha);\n    ctx.fillText(cardData.title, -cardW / 2 + pad, -cardH / 2 + pad + 32);\n\n    /* Description */\n    ctx.font = '400 12px ' + SANS;\n    ctx.fillStyle = rgba('rgba(226, 232, 240, 0.7)', alpha);\n    const descLines = wrap(ctx, cardData.desc, cardW - pad * 2);\n    descLines.slice(0, 2).forEach(function (dl, di) {\n      ctx.fillText(dl, -cardW / 2 + pad, -cardH / 2 + pad + 60 + di * 18);\n    });\n\n    /* Bottom Prompt */\n    if (rank === 0) {\n      ctx.font = '600 11px ' + MONO;\n      ctx.textAlign = 'center';\n      ctx.fillStyle = 'rgba(255, 255, 255, 0.45)';\n      ctx.fillText('CLICK TO CYCLE DECK ⟳', 0, cardH / 2 - 16);\n    }\n\n    ctx.restore();\n  }\n\n  /* Ripples */\n  for (let ri = S.ripples.length - 1; ri >= 0; ri--) {\n    const rip = S.ripples[ri];\n    rip.r += dt * 160;\n    rip.alpha -= dt * 2.0;\n    if (rip.alpha <= 0) {\n      S.ripples.splice(ri, 1);\n      continue;\n    }\n    ctx.strokeStyle = rgba(rip.color, rip.alpha);\n    ctx.lineWidth = 2;\n    ctx.beginPath();\n    ctx.arc(rip.x, rip.y, rip.r, 0, Math.PI * 2);\n    ctx.stroke();\n  }\n\n  ctx.restore();\n}\n"
          }
        ]
      },
      "layoutProps": {
        "layoutSizingHorizontal": "fill",
        "layoutSizingVertical": "fill"
      },
      "zIndex": 1,
      "interactions": []
    }
  ]
}
