/* LiquidEther background — React Bits component (JS + CSS variant)
   Adapted for browser (Babel Standalone). Uses global THREE loaded via <script>.
   Renders a fluid velocity field driven by mouse (with idle auto-demo). */

const { useEffect, useRef } = React;

function LiquidEther({
  mouseForce = 20,
  cursorSize = 100,
  isViscous = false,
  viscous = 30,
  iterationsViscous = 32,
  iterationsPoisson = 32,
  dt = 0.014,
  BFECC = true,
  resolution = 0.5,
  isBounce = false,
  colors = ['#5227FF', '#FF9FFC', '#B497CF'],
  style = {},
  className = '',
  autoDemo = true,
  autoSpeed = 0.5,
  autoIntensity = 2.2,
  takeoverDuration = 0.25,
  autoResumeDelay = 1000,
  autoRampDuration = 0.6,
  /* scrollMode: disables mouse listeners; instead the page scroll
     position drives the virtual cursor. When user stops scrolling
     for autoResumeDelay ms, autoDemo takes over again. */
  scrollMode = false,
  scrollSensitivity = 1.0
}) {
  const mountRef = useRef(null);
  const webglRef = useRef(null);
  const resizeObserverRef = useRef(null);
  const rafRef = useRef(null);
  const intersectionObserverRef = useRef(null);
  const isVisibleRef = useRef(true);
  const resizeRafRef = useRef(null);

  useEffect(() => {
    if (!mountRef.current) return;
    if (typeof THREE === 'undefined') {
      console.error('[LiquidEther] THREE is not loaded');
      return;
    }

    function makePaletteTexture(stops) {
      let arr;
      if (Array.isArray(stops) && stops.length > 0) {
        arr = stops.length === 1 ? [stops[0], stops[0]] : stops;
      } else {
        arr = ['#ffffff', '#ffffff'];
      }
      const w = arr.length;
      const data = new Uint8Array(w * 4);
      for (let i = 0; i < w; i++) {
        const c = new THREE.Color(arr[i]);
        data[i * 4 + 0] = Math.round(c.r * 255);
        data[i * 4 + 1] = Math.round(c.g * 255);
        data[i * 4 + 2] = Math.round(c.b * 255);
        data[i * 4 + 3] = 255;
      }
      const tex = new THREE.DataTexture(data, w, 1, THREE.RGBAFormat);
      tex.magFilter = THREE.LinearFilter;
      tex.minFilter = THREE.LinearFilter;
      tex.wrapS = THREE.ClampToEdgeWrapping;
      tex.wrapT = THREE.ClampToEdgeWrapping;
      tex.generateMipmaps = false;
      tex.needsUpdate = true;
      return tex;
    }

    const paletteTex = makePaletteTexture(colors);
    const bgVec4 = new THREE.Vector4(0, 0, 0, 0);

    class CommonClass {
      constructor() {
        this.width = 0; this.height = 0; this.aspect = 1;
        this.pixelRatio = 1; this.container = null;
        this.renderer = null; this.clock = null;
        this.time = 0; this.delta = 0;
      }
      init(container) {
        this.container = container;
        this.pixelRatio = Math.min(window.devicePixelRatio || 1, 2);
        this.resize();
        this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
        this.renderer.autoClear = false;
        this.renderer.setClearColor(new THREE.Color(0x000000), 0);
        this.renderer.setPixelRatio(this.pixelRatio);
        this.renderer.setSize(this.width, this.height);
        this.renderer.domElement.style.width = '100%';
        this.renderer.domElement.style.height = '100%';
        this.renderer.domElement.style.display = 'block';
        this.clock = new THREE.Clock();
        this.clock.start();
      }
      resize() {
        if (!this.container) return;
        const rect = this.container.getBoundingClientRect();
        this.width = Math.max(1, Math.floor(rect.width));
        this.height = Math.max(1, Math.floor(rect.height));
        this.aspect = this.width / this.height;
        if (this.renderer) this.renderer.setSize(this.width, this.height, false);
      }
      update() {
        this.delta = this.clock.getDelta();
        this.time += this.delta;
      }
    }
    const Common = new CommonClass();

    class MouseClass {
      constructor() {
        this.mouseMoved = false;
        this.coords = new THREE.Vector2();
        this.coords_old = new THREE.Vector2();
        this.diff = new THREE.Vector2();
        this.timer = null;
        this.container = null;
        this.docTarget = null;
        this.listenerTarget = null;
        this.isHoverInside = false;
        this.hasUserControl = false;
        this.isAutoActive = false;
        this.autoIntensity = 2.0;
        this.takeoverActive = false;
        this.takeoverStartTime = 0;
        this.takeoverDuration = 0.25;
        this.takeoverFrom = new THREE.Vector2();
        this.takeoverTo = new THREE.Vector2();
        this.onInteract = null;
        this._onMouseMove = this.onDocumentMouseMove.bind(this);
        this._onTouchStart = this.onDocumentTouchStart.bind(this);
        this._onTouchMove = this.onDocumentTouchMove.bind(this);
        this._onTouchEnd = this.onTouchEnd.bind(this);
        this._onDocumentLeave = this.onDocumentLeave.bind(this);
      }
      init(container, opts) {
        this.container = container;
        this.docTarget = container.ownerDocument || null;
        this.scrollMode = !!(opts && opts.scrollMode);
        /* In scroll mode there is no real hover; keep isHoverInside=false
           so AutoDriver is free to run whenever idle. (Setting it to true
           actually STOPS the auto animation because AutoDriver reads
           isHoverInside as "user is interacting, pause auto".) */
        this.isHoverInside = false;
        const defaultView = (this.docTarget && this.docTarget.defaultView) || (typeof window !== 'undefined' ? window : null);
        if (!defaultView) return;
        this.listenerTarget = defaultView;
        // Skip pointer listeners when scrollMode is enabled.
        if (!this.scrollMode) {
          this.listenerTarget.addEventListener('mousemove', this._onMouseMove);
          this.listenerTarget.addEventListener('touchstart', this._onTouchStart, { passive: true });
          this.listenerTarget.addEventListener('touchmove', this._onTouchMove, { passive: true });
          this.listenerTarget.addEventListener('touchend', this._onTouchEnd);
          if (this.docTarget) this.docTarget.addEventListener('mouseleave', this._onDocumentLeave);
        }
      }
      dispose() {
        if (this.listenerTarget && !this.scrollMode) {
          this.listenerTarget.removeEventListener('mousemove', this._onMouseMove);
          this.listenerTarget.removeEventListener('touchstart', this._onTouchStart);
          this.listenerTarget.removeEventListener('touchmove', this._onTouchMove);
          this.listenerTarget.removeEventListener('touchend', this._onTouchEnd);
        }
        if (this.docTarget && !this.scrollMode) this.docTarget.removeEventListener('mouseleave', this._onDocumentLeave);
        this.listenerTarget = null; this.docTarget = null; this.container = null;
      }
      isPointInside(clientX, clientY) {
        if (!this.container) return false;
        const rect = this.container.getBoundingClientRect();
        if (rect.width === 0 || rect.height === 0) return false;
        return clientX >= rect.left && clientX <= rect.right && clientY >= rect.top && clientY <= rect.bottom;
      }
      updateHoverState(clientX, clientY) {
        this.isHoverInside = this.isPointInside(clientX, clientY);
        return this.isHoverInside;
      }
      setCoords(x, y) {
        if (!this.container) return;
        if (this.timer) window.clearTimeout(this.timer);
        const rect = this.container.getBoundingClientRect();
        if (rect.width === 0 || rect.height === 0) return;
        const nx = (x - rect.left) / rect.width;
        const ny = (y - rect.top) / rect.height;
        this.coords.set(nx * 2 - 1, -(ny * 2 - 1));
        this.mouseMoved = true;
        this.timer = window.setTimeout(() => { this.mouseMoved = false; }, 100);
      }
      setNormalized(nx, ny) {
        this.coords.set(nx, ny);
        this.mouseMoved = true;
      }
      onDocumentMouseMove(event) {
        if (!this.updateHoverState(event.clientX, event.clientY)) return;
        if (this.onInteract) this.onInteract();
        if (this.isAutoActive && !this.hasUserControl && !this.takeoverActive) {
          if (!this.container) return;
          const rect = this.container.getBoundingClientRect();
          if (rect.width === 0 || rect.height === 0) return;
          const nx = (event.clientX - rect.left) / rect.width;
          const ny = (event.clientY - rect.top) / rect.height;
          this.takeoverFrom.copy(this.coords);
          this.takeoverTo.set(nx * 2 - 1, -(ny * 2 - 1));
          this.takeoverStartTime = performance.now();
          this.takeoverActive = true;
          this.hasUserControl = true;
          this.isAutoActive = false;
          return;
        }
        this.setCoords(event.clientX, event.clientY);
        this.hasUserControl = true;
      }
      onDocumentTouchStart(event) {
        if (event.touches.length !== 1) return;
        const t = event.touches[0];
        if (!this.updateHoverState(t.clientX, t.clientY)) return;
        if (this.onInteract) this.onInteract();
        this.setCoords(t.clientX, t.clientY);
        this.hasUserControl = true;
      }
      onDocumentTouchMove(event) {
        if (event.touches.length !== 1) return;
        const t = event.touches[0];
        if (!this.updateHoverState(t.clientX, t.clientY)) return;
        if (this.onInteract) this.onInteract();
        this.setCoords(t.clientX, t.clientY);
      }
      onTouchEnd() { this.isHoverInside = false; }
      onDocumentLeave() { this.isHoverInside = false; }
      update() {
        if (this.takeoverActive) {
          const t = (performance.now() - this.takeoverStartTime) / (this.takeoverDuration * 1000);
          if (t >= 1) {
            this.takeoverActive = false;
            this.coords.copy(this.takeoverTo);
            this.coords_old.copy(this.coords);
            this.diff.set(0, 0);
          } else {
            const k = t * t * (3 - 2 * t);
            this.coords.copy(this.takeoverFrom).lerp(this.takeoverTo, k);
          }
        }
        this.diff.subVectors(this.coords, this.coords_old);
        this.coords_old.copy(this.coords);
        if (this.coords_old.x === 0 && this.coords_old.y === 0) this.diff.set(0, 0);
        if (this.isAutoActive && !this.takeoverActive) this.diff.multiplyScalar(this.autoIntensity);
      }
    }
    const Mouse = new MouseClass();

    class AutoDriver {
      constructor(mouse, manager, opts) {
        this.mouse = mouse; this.manager = manager;
        this.enabled = opts.enabled; this.speed = opts.speed;
        this.resumeDelay = opts.resumeDelay || 3000;
        this.rampDurationMs = (opts.rampDuration || 0) * 1000;
        this.active = false;
        this.current = new THREE.Vector2(0, 0);
        this.target = new THREE.Vector2();
        this.lastTime = performance.now();
        this.activationTime = 0;
        this.margin = 0.2;
        this._tmpDir = new THREE.Vector2();
        this.pickNewTarget();
      }
      pickNewTarget() {
        const r = Math.random;
        this.target.set((r() * 2 - 1) * (1 - this.margin), (r() * 2 - 1) * (1 - this.margin));
      }
      forceStop() { this.active = false; this.mouse.isAutoActive = false; }
      update() {
        if (!this.enabled) return;
        const now = performance.now();
        const idle = now - this.manager.lastUserInteraction;
        if (idle < this.resumeDelay) { if (this.active) this.forceStop(); return; }
        if (this.mouse.isHoverInside) { if (this.active) this.forceStop(); return; }
        if (!this.active) {
          this.active = true;
          this.current.copy(this.mouse.coords);
          this.lastTime = now;
          this.activationTime = now;
        }
        if (!this.active) return;
        this.mouse.isAutoActive = true;
        let dtSec = (now - this.lastTime) / 1000;
        this.lastTime = now;
        if (dtSec > 0.2) dtSec = 0.016;
        const dir = this._tmpDir.subVectors(this.target, this.current);
        const dist = dir.length();
        if (dist < 0.01) { this.pickNewTarget(); return; }
        dir.normalize();
        let ramp = 1;
        if (this.rampDurationMs > 0) {
          const t = Math.min(1, (now - this.activationTime) / this.rampDurationMs);
          ramp = t * t * (3 - 2 * t);
        }
        const step = this.speed * dtSec * ramp;
        const move = Math.min(step, dist);
        this.current.addScaledVector(dir, move);
        this.mouse.setNormalized(this.current.x, this.current.y);
      }
    }

    const face_vert = `
attribute vec3 position;
uniform vec2 px;
uniform vec2 boundarySpace;
varying vec2 uv;
precision highp float;
void main(){
vec3 pos = position;
vec2 scale = 1.0 - boundarySpace * 2.0;
pos.xy = pos.xy * scale;
uv = vec2(0.5)+(pos.xy)*0.5;
gl_Position = vec4(pos, 1.0);
}`;
    const line_vert = `
attribute vec3 position;
uniform vec2 px;
precision highp float;
varying vec2 uv;
void main(){
vec3 pos = position;
uv = 0.5 + pos.xy * 0.5;
vec2 n = sign(pos.xy);
pos.xy = abs(pos.xy) - px * 1.0;
pos.xy *= n;
gl_Position = vec4(pos, 1.0);
}`;
    const mouse_vert = `
precision highp float;
attribute vec3 position;
attribute vec2 uv;
uniform vec2 center;
uniform vec2 scale;
uniform vec2 px;
varying vec2 vUv;
void main(){
vec2 pos = position.xy * scale * 2.0 * px + center;
vUv = uv;
gl_Position = vec4(pos, 0.0, 1.0);
}`;
    const advection_frag = `
precision highp float;
uniform sampler2D velocity;
uniform float dt;
uniform bool isBFECC;
uniform vec2 fboSize;
uniform vec2 px;
varying vec2 uv;
void main(){
vec2 ratio = max(fboSize.x, fboSize.y) / fboSize;
if(isBFECC == false){
    vec2 vel = texture2D(velocity, uv).xy;
    vec2 uv2 = uv - vel * dt * ratio;
    vec2 newVel = texture2D(velocity, uv2).xy;
    gl_FragColor = vec4(newVel, 0.0, 0.0);
} else {
    vec2 spot_new = uv;
    vec2 vel_old = texture2D(velocity, uv).xy;
    vec2 spot_old = spot_new - vel_old * dt * ratio;
    vec2 vel_new1 = texture2D(velocity, spot_old).xy;
    vec2 spot_new2 = spot_old + vel_new1 * dt * ratio;
    vec2 error = spot_new2 - spot_new;
    vec2 spot_new3 = spot_new - error / 2.0;
    vec2 vel_2 = texture2D(velocity, spot_new3).xy;
    vec2 spot_old2 = spot_new3 - vel_2 * dt * ratio;
    vec2 newVel2 = texture2D(velocity, spot_old2).xy;
    gl_FragColor = vec4(newVel2, 0.0, 0.0);
}
}`;
    const color_frag = `
precision highp float;
uniform sampler2D velocity;
uniform sampler2D palette;
uniform vec4 bgColor;
varying vec2 uv;
void main(){
vec2 vel = texture2D(velocity, uv).xy;
float lenv = clamp(length(vel), 0.0, 1.0);
vec3 c = texture2D(palette, vec2(lenv, 0.5)).rgb;
vec3 outRGB = mix(bgColor.rgb, c, lenv);
float outA = mix(bgColor.a, 1.0, lenv);
gl_FragColor = vec4(outRGB, outA);
}`;
    const divergence_frag = `
precision highp float;
uniform sampler2D velocity;
uniform float dt;
uniform vec2 px;
varying vec2 uv;
void main(){
float x0 = texture2D(velocity, uv-vec2(px.x, 0.0)).x;
float x1 = texture2D(velocity, uv+vec2(px.x, 0.0)).x;
float y0 = texture2D(velocity, uv-vec2(0.0, px.y)).y;
float y1 = texture2D(velocity, uv+vec2(0.0, px.y)).y;
float divergence = (x1 - x0 + y1 - y0) / 2.0;
gl_FragColor = vec4(divergence / dt);
}`;
    const externalForce_frag = `
precision highp float;
uniform vec2 force;
uniform vec2 center;
uniform vec2 scale;
uniform vec2 px;
varying vec2 vUv;
void main(){
vec2 circle = (vUv - 0.5) * 2.0;
float d = 1.0 - min(length(circle), 1.0);
d *= d;
gl_FragColor = vec4(force * d, 0.0, 1.0);
}`;
    const poisson_frag = `
precision highp float;
uniform sampler2D pressure;
uniform sampler2D divergence;
uniform vec2 px;
varying vec2 uv;
void main(){
float p0 = texture2D(pressure, uv + vec2(px.x * 2.0, 0.0)).r;
float p1 = texture2D(pressure, uv - vec2(px.x * 2.0, 0.0)).r;
float p2 = texture2D(pressure, uv + vec2(0.0, px.y * 2.0)).r;
float p3 = texture2D(pressure, uv - vec2(0.0, px.y * 2.0)).r;
float div = texture2D(divergence, uv).r;
float newP = (p0 + p1 + p2 + p3) / 4.0 - div;
gl_FragColor = vec4(newP);
}`;
    const pressure_frag = `
precision highp float;
uniform sampler2D pressure;
uniform sampler2D velocity;
uniform vec2 px;
uniform float dt;
varying vec2 uv;
void main(){
float step = 1.0;
float p0 = texture2D(pressure, uv + vec2(px.x * step, 0.0)).r;
float p1 = texture2D(pressure, uv - vec2(px.x * step, 0.0)).r;
float p2 = texture2D(pressure, uv + vec2(0.0, px.y * step)).r;
float p3 = texture2D(pressure, uv - vec2(0.0, px.y * step)).r;
vec2 v = texture2D(velocity, uv).xy;
vec2 gradP = vec2(p0 - p1, p2 - p3) * 0.5;
v = v - gradP * dt;
gl_FragColor = vec4(v, 0.0, 1.0);
}`;
    const viscous_frag = `
precision highp float;
uniform sampler2D velocity;
uniform sampler2D velocity_new;
uniform float v;
uniform vec2 px;
uniform float dt;
varying vec2 uv;
void main(){
vec2 old = texture2D(velocity, uv).xy;
vec2 new0 = texture2D(velocity_new, uv + vec2(px.x * 2.0, 0.0)).xy;
vec2 new1 = texture2D(velocity_new, uv - vec2(px.x * 2.0, 0.0)).xy;
vec2 new2 = texture2D(velocity_new, uv + vec2(0.0, px.y * 2.0)).xy;
vec2 new3 = texture2D(velocity_new, uv - vec2(0.0, px.y * 2.0)).xy;
vec2 newv = 4.0 * old + v * dt * (new0 + new1 + new2 + new3);
newv /= 4.0 * (1.0 + v * dt);
gl_FragColor = vec4(newv, 0.0, 0.0);
}`;

    class ShaderPass {
      constructor(props) {
        this.props = props || {};
        this.uniforms = this.props.material && this.props.material.uniforms;
        this.scene = null; this.camera = null;
        this.material = null; this.geometry = null; this.plane = null;
      }
      init() {
        this.scene = new THREE.Scene();
        this.camera = new THREE.Camera();
        if (this.uniforms) {
          this.material = new THREE.RawShaderMaterial(this.props.material);
          this.geometry = new THREE.PlaneGeometry(2.0, 2.0);
          this.plane = new THREE.Mesh(this.geometry, this.material);
          this.scene.add(this.plane);
        }
      }
      update() {
        Common.renderer.setRenderTarget(this.props.output || null);
        Common.renderer.render(this.scene, this.camera);
        Common.renderer.setRenderTarget(null);
      }
    }

    class Advection extends ShaderPass {
      constructor(simProps) {
        super({
          material: {
            vertexShader: face_vert, fragmentShader: advection_frag,
            uniforms: {
              boundarySpace: { value: simProps.cellScale },
              px: { value: simProps.cellScale },
              fboSize: { value: simProps.fboSize },
              velocity: { value: simProps.src.texture },
              dt: { value: simProps.dt },
              isBFECC: { value: true }
            }
          },
          output: simProps.dst
        });
        this.uniforms = this.props.material.uniforms;
        this.init();
      }
      init() {
        super.init();
        const boundaryG = new THREE.BufferGeometry();
        const vertices_boundary = new Float32Array([
          -1,-1,0, -1,1,0,  -1,1,0, 1,1,0,  1,1,0, 1,-1,0,  1,-1,0, -1,-1,0
        ]);
        boundaryG.setAttribute('position', new THREE.BufferAttribute(vertices_boundary, 3));
        const boundaryM = new THREE.RawShaderMaterial({
          vertexShader: line_vert, fragmentShader: advection_frag, uniforms: this.uniforms
        });
        this.line = new THREE.LineSegments(boundaryG, boundaryM);
        this.scene.add(this.line);
      }
      update({ dt, isBounce, BFECC }) {
        this.uniforms.dt.value = dt;
        this.line.visible = isBounce;
        this.uniforms.isBFECC.value = BFECC;
        super.update();
      }
    }

    class ExternalForce extends ShaderPass {
      constructor(simProps) {
        super({ output: simProps.dst });
        this.init(simProps);
      }
      init(simProps) {
        super.init();
        const mouseG = new THREE.PlaneGeometry(1, 1);
        const mouseM = new THREE.RawShaderMaterial({
          vertexShader: mouse_vert, fragmentShader: externalForce_frag,
          blending: THREE.AdditiveBlending, depthWrite: false,
          uniforms: {
            px: { value: simProps.cellScale },
            force: { value: new THREE.Vector2(0, 0) },
            center: { value: new THREE.Vector2(0, 0) },
            scale: { value: new THREE.Vector2(simProps.cursor_size, simProps.cursor_size) }
          }
        });
        this.mouse = new THREE.Mesh(mouseG, mouseM);
        this.scene.add(this.mouse);
      }
      update(props) {
        const forceX = (Mouse.diff.x / 2) * props.mouse_force;
        const forceY = (Mouse.diff.y / 2) * props.mouse_force;
        const cursorSizeX = props.cursor_size * props.cellScale.x;
        const cursorSizeY = props.cursor_size * props.cellScale.y;
        const centerX = Math.min(Math.max(Mouse.coords.x, -1 + cursorSizeX + props.cellScale.x * 2), 1 - cursorSizeX - props.cellScale.x * 2);
        const centerY = Math.min(Math.max(Mouse.coords.y, -1 + cursorSizeY + props.cellScale.y * 2), 1 - cursorSizeY - props.cellScale.y * 2);
        const uniforms = this.mouse.material.uniforms;
        uniforms.force.value.set(forceX, forceY);
        uniforms.center.value.set(centerX, centerY);
        uniforms.scale.value.set(props.cursor_size, props.cursor_size);
        super.update();
      }
    }

    class Viscous extends ShaderPass {
      constructor(simProps) {
        super({
          material: {
            vertexShader: face_vert, fragmentShader: viscous_frag,
            uniforms: {
              boundarySpace: { value: simProps.boundarySpace },
              velocity: { value: simProps.src.texture },
              velocity_new: { value: simProps.dst_.texture },
              v: { value: simProps.viscous },
              px: { value: simProps.cellScale },
              dt: { value: simProps.dt }
            }
          },
          output: simProps.dst, output0: simProps.dst_, output1: simProps.dst
        });
        this.init();
      }
      update({ viscous, iterations, dt }) {
        let fbo_in, fbo_out;
        this.uniforms.v.value = viscous;
        for (let i = 0; i < iterations; i++) {
          if (i % 2 === 0) { fbo_in = this.props.output0; fbo_out = this.props.output1; }
          else { fbo_in = this.props.output1; fbo_out = this.props.output0; }
          this.uniforms.velocity_new.value = fbo_in.texture;
          this.props.output = fbo_out;
          this.uniforms.dt.value = dt;
          super.update();
        }
        return fbo_out;
      }
    }

    class Divergence extends ShaderPass {
      constructor(simProps) {
        super({
          material: {
            vertexShader: face_vert, fragmentShader: divergence_frag,
            uniforms: {
              boundarySpace: { value: simProps.boundarySpace },
              velocity: { value: simProps.src.texture },
              px: { value: simProps.cellScale },
              dt: { value: simProps.dt }
            }
          },
          output: simProps.dst
        });
        this.init();
      }
      update({ vel }) {
        this.uniforms.velocity.value = vel.texture;
        super.update();
      }
    }

    class Poisson extends ShaderPass {
      constructor(simProps) {
        super({
          material: {
            vertexShader: face_vert, fragmentShader: poisson_frag,
            uniforms: {
              boundarySpace: { value: simProps.boundarySpace },
              pressure: { value: simProps.dst_.texture },
              divergence: { value: simProps.src.texture },
              px: { value: simProps.cellScale }
            }
          },
          output: simProps.dst, output0: simProps.dst_, output1: simProps.dst
        });
        this.init();
      }
      update({ iterations }) {
        let p_in, p_out;
        for (let i = 0; i < iterations; i++) {
          if (i % 2 === 0) { p_in = this.props.output0; p_out = this.props.output1; }
          else { p_in = this.props.output1; p_out = this.props.output0; }
          this.uniforms.pressure.value = p_in.texture;
          this.props.output = p_out;
          super.update();
        }
        return p_out;
      }
    }

    class Pressure extends ShaderPass {
      constructor(simProps) {
        super({
          material: {
            vertexShader: face_vert, fragmentShader: pressure_frag,
            uniforms: {
              boundarySpace: { value: simProps.boundarySpace },
              pressure: { value: simProps.src_p.texture },
              velocity: { value: simProps.src_v.texture },
              px: { value: simProps.cellScale },
              dt: { value: simProps.dt }
            }
          },
          output: simProps.dst
        });
        this.init();
      }
      update({ vel, pressure }) {
        this.uniforms.velocity.value = vel.texture;
        this.uniforms.pressure.value = pressure.texture;
        super.update();
      }
    }

    class Simulation {
      constructor(options) {
        this.options = Object.assign({
          iterations_poisson: 32, iterations_viscous: 32,
          mouse_force: 20, resolution: 0.5, cursor_size: 100,
          viscous: 30, isBounce: false, dt: 0.014,
          isViscous: false, BFECC: true
        }, options || {});
        this.fbos = {
          vel_0: null, vel_1: null, vel_viscous0: null, vel_viscous1: null,
          div: null, pressure_0: null, pressure_1: null
        };
        this.fboSize = new THREE.Vector2();
        this.cellScale = new THREE.Vector2();
        this.boundarySpace = new THREE.Vector2();
        this.init();
      }
      init() { this.calcSize(); this.createAllFBO(); this.createShaderPass(); }
      getFloatType() {
        const isIOS = /(iPad|iPhone|iPod)/i.test(navigator.userAgent);
        return isIOS ? THREE.HalfFloatType : THREE.FloatType;
      }
      createAllFBO() {
        const type = this.getFloatType();
        const opts = {
          type, depthBuffer: false, stencilBuffer: false,
          minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
          wrapS: THREE.ClampToEdgeWrapping, wrapT: THREE.ClampToEdgeWrapping
        };
        for (let key in this.fbos) {
          this.fbos[key] = new THREE.WebGLRenderTarget(this.fboSize.x, this.fboSize.y, opts);
        }
      }
      createShaderPass() {
        this.advection = new Advection({ cellScale: this.cellScale, fboSize: this.fboSize, dt: this.options.dt, src: this.fbos.vel_0, dst: this.fbos.vel_1 });
        this.externalForce = new ExternalForce({ cellScale: this.cellScale, cursor_size: this.options.cursor_size, dst: this.fbos.vel_1 });
        this.viscous = new Viscous({ cellScale: this.cellScale, boundarySpace: this.boundarySpace, viscous: this.options.viscous, src: this.fbos.vel_1, dst: this.fbos.vel_viscous1, dst_: this.fbos.vel_viscous0, dt: this.options.dt });
        this.divergence = new Divergence({ cellScale: this.cellScale, boundarySpace: this.boundarySpace, src: this.fbos.vel_viscous0, dst: this.fbos.div, dt: this.options.dt });
        this.poisson = new Poisson({ cellScale: this.cellScale, boundarySpace: this.boundarySpace, src: this.fbos.div, dst: this.fbos.pressure_1, dst_: this.fbos.pressure_0 });
        this.pressure = new Pressure({ cellScale: this.cellScale, boundarySpace: this.boundarySpace, src_p: this.fbos.pressure_0, src_v: this.fbos.vel_viscous0, dst: this.fbos.vel_0, dt: this.options.dt });
      }
      calcSize() {
        const width = Math.max(1, Math.round(this.options.resolution * Common.width));
        const height = Math.max(1, Math.round(this.options.resolution * Common.height));
        const px_x = 1.0 / width;
        const px_y = 1.0 / height;
        this.cellScale.set(px_x, px_y);
        this.fboSize.set(width, height);
      }
      resize() {
        this.calcSize();
        for (let key in this.fbos) this.fbos[key].setSize(this.fboSize.x, this.fboSize.y);
      }
      update() {
        if (this.options.isBounce) this.boundarySpace.set(0, 0);
        else this.boundarySpace.copy(this.cellScale);
        this.advection.update({ dt: this.options.dt, isBounce: this.options.isBounce, BFECC: this.options.BFECC });
        this.externalForce.update({ cursor_size: this.options.cursor_size, mouse_force: this.options.mouse_force, cellScale: this.cellScale });
        let vel = this.fbos.vel_1;
        if (this.options.isViscous) {
          vel = this.viscous.update({ viscous: this.options.viscous, iterations: this.options.iterations_viscous, dt: this.options.dt });
        }
        this.divergence.update({ vel });
        const pressure = this.poisson.update({ iterations: this.options.iterations_poisson });
        this.pressure.update({ vel, pressure });
      }
    }

    class Output {
      constructor() { this.init(); }
      init() {
        this.simulation = new Simulation();
        this.scene = new THREE.Scene();
        this.camera = new THREE.Camera();
        this.output = new THREE.Mesh(
          new THREE.PlaneGeometry(2, 2),
          new THREE.RawShaderMaterial({
            vertexShader: face_vert, fragmentShader: color_frag,
            transparent: true, depthWrite: false,
            uniforms: {
              velocity: { value: this.simulation.fbos.vel_0.texture },
              boundarySpace: { value: new THREE.Vector2() },
              palette: { value: paletteTex },
              bgColor: { value: bgVec4 }
            }
          })
        );
        this.scene.add(this.output);
      }
      resize() { this.simulation.resize(); }
      render() { Common.renderer.setRenderTarget(null); Common.renderer.render(this.scene, this.camera); }
      update() { this.simulation.update(); this.render(); }
    }

    class WebGLManager {
      constructor(props) {
        this.props = props;
        this.scrollMode = !!props.scrollMode;
        this.scrollSensitivity = props.scrollSensitivity || 1.0;
        Common.init(props.$wrapper);
        Mouse.init(props.$wrapper, { scrollMode: this.scrollMode });
        Mouse.autoIntensity = props.autoIntensity;
        Mouse.takeoverDuration = props.takeoverDuration;
        /* Start with lastUserInteraction far in the past so AutoDriver
           kicks in immediately on load (no waiting for autoResumeDelay
           before the first idle animation appears). */
        this.lastUserInteraction = performance.now() - (props.autoResumeDelay || 0) - 1000;
        Mouse.onInteract = () => {
          this.lastUserInteraction = performance.now();
          if (this.autoDriver) this.autoDriver.forceStop();
        };
        this.autoDriver = new AutoDriver(Mouse, this, {
          enabled: props.autoDemo, speed: props.autoSpeed,
          resumeDelay: props.autoResumeDelay, rampDuration: props.autoRampDuration
        });
        this.init();
        this._loop = this.loop.bind(this);
        this._resize = this.resize.bind(this);
        window.addEventListener('resize', this._resize);
        this._onVisibility = () => {
          const hidden = document.hidden;
          if (hidden) this.pause();
          else if (isVisibleRef.current) this.start();
        };
        document.addEventListener('visibilitychange', this._onVisibility);

        // Scroll-driven virtual cursor.
        // When user scrolls, we sweep the virtual cursor across the
        // viewport based on scroll delta. When scrolling stops for
        // autoResumeDelay ms, AutoDriver takes over again.
        if (this.scrollMode) {
          this._lastScrollY = (typeof window !== 'undefined') ? window.scrollY : 0;
          this._scrollNX = 0;   // current normalized x in [-1, 1]
          this._scrollNY = 0;   // current normalized y in [-1, 1]
          this._scrollDir = 1;  // +1 sweep right, -1 sweep left (alternates)
          this._onScroll = () => {
            const y = window.scrollY;
            const dy = y - this._lastScrollY;
            this._lastScrollY = y;
            if (dy === 0) return;
            // Map scroll delta to virtual cursor motion.
            // Vertical scroll moves the virtual cursor mainly vertically,
            // with a subtle horizontal sweep so the fluid feels alive.
            const vh = window.innerHeight || 1;
            const stepY = (dy / vh) * 1.6 * this.scrollSensitivity;
            const stepX = (dy / vh) * 0.9 * this.scrollSensitivity * this._scrollDir;
            this._scrollNY -= stepY;   // scrolling down (dy>0) → cursor moves up (in normalized [-1,1], +y is up)
            this._scrollNX += stepX;
            // Bounce cursor within bounds, flipping horizontal direction
            if (this._scrollNX > 0.9) { this._scrollNX = 0.9; this._scrollDir = -1; }
            if (this._scrollNX < -0.9) { this._scrollNX = -0.9; this._scrollDir = 1; }
            if (this._scrollNY > 0.9) this._scrollNY = 0.9;
            if (this._scrollNY < -0.9) this._scrollNY = -0.9;
            // Force stop autoDemo while scrolling
            if (this.autoDriver) this.autoDriver.forceStop();
            Mouse.hasUserControl = true;
            Mouse.isAutoActive = false;
            Mouse.setNormalized(this._scrollNX, this._scrollNY);
            this.lastUserInteraction = performance.now();
          };
          window.addEventListener('scroll', this._onScroll, { passive: true });
        }

        this.running = false;
      }
      init() {
        this.props.$wrapper.prepend(Common.renderer.domElement);
        this.output = new Output();
      }
      resize() { Common.resize(); this.output.resize(); }
      render() {
        if (this.autoDriver) this.autoDriver.update();
        Mouse.update(); Common.update(); this.output.update();
      }
      loop() {
        if (!this.running) return;
        this.render();
        rafRef.current = requestAnimationFrame(this._loop);
      }
      start() { if (this.running) return; this.running = true; this._loop(); }
      pause() {
        this.running = false;
        if (rafRef.current) { cancelAnimationFrame(rafRef.current); rafRef.current = null; }
      }
      dispose() {
        try {
          window.removeEventListener('resize', this._resize);
          document.removeEventListener('visibilitychange', this._onVisibility);
          if (this.scrollMode && this._onScroll) {
            window.removeEventListener('scroll', this._onScroll);
          }
          Mouse.dispose();
          if (Common.renderer) {
            const canvas = Common.renderer.domElement;
            if (canvas && canvas.parentNode) canvas.parentNode.removeChild(canvas);
            Common.renderer.dispose();
            Common.renderer.forceContextLoss();
          }
        } catch (e) { void 0; }
      }
    }

    const container = mountRef.current;
    container.style.position = container.style.position || 'relative';
    container.style.overflow = container.style.overflow || 'hidden';

    const webgl = new WebGLManager({
      $wrapper: container,
      autoDemo, autoSpeed, autoIntensity,
      takeoverDuration, autoResumeDelay, autoRampDuration,
      scrollMode, scrollSensitivity
    });
    webglRef.current = webgl;

    const sim = webgl.output && webgl.output.simulation;
    if (sim) {
      Object.assign(sim.options, {
        mouse_force: mouseForce, cursor_size: cursorSize,
        isViscous, viscous, iterations_viscous: iterationsViscous,
        iterations_poisson: iterationsPoisson, dt, BFECC, resolution, isBounce
      });
      sim.resize();
    }

    webgl.start();

    const io = new IntersectionObserver(entries => {
      const entry = entries[0];
      const isVisible = entry.isIntersecting && entry.intersectionRatio > 0;
      isVisibleRef.current = isVisible;
      if (!webglRef.current) return;
      if (isVisible && !document.hidden) webglRef.current.start();
      else webglRef.current.pause();
    }, { threshold: [0, 0.01, 0.1] });
    io.observe(container);
    intersectionObserverRef.current = io;

    const ro = new ResizeObserver(() => {
      if (!webglRef.current) return;
      if (resizeRafRef.current) cancelAnimationFrame(resizeRafRef.current);
      resizeRafRef.current = requestAnimationFrame(() => {
        if (!webglRef.current) return;
        webglRef.current.resize();
      });
    });
    ro.observe(container);
    resizeObserverRef.current = ro;

    return () => {
      if (rafRef.current) cancelAnimationFrame(rafRef.current);
      if (resizeObserverRef.current) { try { resizeObserverRef.current.disconnect(); } catch(e) {} }
      if (intersectionObserverRef.current) { try { intersectionObserverRef.current.disconnect(); } catch(e) {} }
      if (webglRef.current) webglRef.current.dispose();
      webglRef.current = null;
    };
  // eslint-disable-next-line react-hooks/exhaustive-deps
  }, []);

  return <div ref={mountRef} className={`liquid-ether-container ${className || ''}`} style={style} />;
}

window.LiquidEther = LiquidEther;
