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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0"/>
    <title>Clear Outward Explosion - Low Lag</title>
    <style>
        body, html { margin:0; padding:0; width:100%; height:100%; background:#000; overflow:hidden; font-family:system-ui,sans-serif; }
        #canvas-container { position:absolute; inset:0; z-index:1; }
        #flash {
            position:absolute; inset:0; background:linear-gradient(#ff450033, #8b000022); opacity:0;
            z-index:5; pointer-events:none; transition:opacity 0.18s ease-out;
        }
        #flash.active { opacity:0.65; }
        #flash.fade-out { opacity:0; transition:opacity 2s ease-out; }
        #title-container {
            position:absolute; inset:0; display:flex; align-items:center; justify-content:center; z-index:10; pointer-events:none;
        }
        #title {
            color:#ffcc00; font-size:12vw; font-weight:900; text-transform:uppercase; letter-spacing:0.25em;
            text-shadow:0 0 25px #ff6600aa, 0 0 60px #ff3300aa;
            opacity:0; transform:scale(2.8); filter:blur(30px);
            transition:all 0.8s cubic-bezier(0.15,1.4,0.3,1.1);
        }
        #title.revealed { opacity:0.92; transform:scale(1); filter:blur(0); }
        #replay {
            position:absolute; bottom:90px; left:50%; transform:translateX(-50%);
            padding:18px 55px; background:transparent; color:#ffeb3b; border:1px solid #ff980055;
            border-radius:50px; font-size:18px; letter-spacing:4px; text-transform:uppercase; cursor:pointer;
            z-index:20; opacity:0; pointer-events:none; transition:all 0.9s;
        }
        #replay.visible { opacity:1; pointer-events:auto; }
        #replay:hover { color:#fff; border-color:#ff9800; background:rgba(255,152,0,0.2); }
    </style>
</head>
<body>

<div id="canvas-container"></div>
<div id="flash"></div>
<div id="title-container"><h1 id="title">BOOM</h1></div>
<button id="replay">RETRY</button>

<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/three@0.168.0/build/three.module.js",
    "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.168.0/examples/jsm/"
  }
}
</script>

<script type="module">
    import * as THREE from 'three';
    import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
    import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
    import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';

    const container = document.getElementById('canvas-container');
    const flashEl   = document.getElementById('flash');
    const titleEl   = document.getElementById('title');
    const replayBtn = document.getElementById('replay');

    const scene = new THREE.Scene();
    scene.background = new THREE.Color(0x0a0014);

    const camera = new THREE.PerspectiveCamera(60, innerWidth/innerHeight, 0.5, 4000);
    camera.position.set(0, 0, 14); // bit farther for better view of propagation

    const renderer = new THREE.WebGLRenderer({antialias:false, powerPreference:"high-performance"});
    renderer.setSize(innerWidth, innerHeight);
    renderer.setPixelRatio(Math.min(devicePixelRatio, 1.3));
    container.appendChild(renderer.domElement);

    const composer = new EffectComposer(renderer);
    composer.addPass(new RenderPass(scene, camera));

    const bloom = new UnrealBloomPass(new THREE.Vector2(innerWidth, innerHeight), 0.7, 0.2, 0.85);
    bloom.threshold = 0.7;
    composer.addPass(bloom);

    // ─── Particles with staggered birth ───
    const COUNT = 2000;
    const geo = new THREE.BufferGeometry();
    const pos = new Float32Array(COUNT*3);
    const vel = new Float32Array(COUNT*3);
    const col = new Float32Array(COUNT*3);
    const siz = new Float32Array(COUNT);
    const birth = new Float32Array(COUNT);

    const palette = [
        new THREE.Color(0xff6600),
        new THREE.Color(0xff3300),
        new THREE.Color(0xff9900),
        new THREE.Color(0xffcc00),
        new THREE.Color(0xff4422)
    ];

    for(let i = 0; i < COUNT; i++){
        // start clustered near center
        pos[i*3  ] = (Math.random() - 0.5) * 0.6;
        pos[i*3+1] = (Math.random() - 0.5) * 0.6;
        pos[i*3+2] = (Math.random() - 0.5) * 0.6;

        const dist = Math.hypot(pos[i*3], pos[i*3+1], pos[i*3+2]) || 0.01;

        // outward direction + speed scaling with distance (faster outer particles)
        let dx = pos[i*3  ] / dist;
        let dy = pos[i*3+1] / dist;
        let dz = pos[i*3+2] / dist;
        const speed = 18 + dist * 45 + Math.random() * 15;
        vel[i*3  ] = dx * speed;
        vel[i*3+1] = dy * speed;
        vel[i*3+2] = dz * speed;

        const c = palette[Math.floor(Math.random() * palette.length)];
        const bright = 0.65 + Math.random() * 0.35;
        col[i*3]   = c.r * bright;
        col[i*3+1] = c.g * bright;
        col[i*3+2] = c.b * bright;

        siz[i] = 9 + Math.random() * 14;

        // KEY CHANGE: stagger birth strongly β€” central particles first, outer later
        birth[i] = - (dist * 1.2 + Math.random() * 0.5);
    }

    geo.setAttribute('position',   new THREE.BufferAttribute(pos, 3));
    geo.setAttribute('velocity',   new THREE.BufferAttribute(vel, 3));
    geo.setAttribute('color',      new THREE.BufferAttribute(col, 3));
    geo.setAttribute('size',       new THREE.BufferAttribute(siz, 1));
    geo.setAttribute('birthTime',  new THREE.BufferAttribute(birth, 1));

    const mat = new THREE.ShaderMaterial({
        uniforms: { uTime: {value:0} },
        vertexShader: `
            attribute vec3 velocity;
            attribute vec3 color;
            attribute float size;
            attribute float birthTime;
            varying vec3 vColor;
            varying float vAlpha;
            uniform float uTime;
            void main(){
                vColor = color;
                float age = uTime - birthTime;
                if(age < 0.0){ gl_Position=vec4(10000.0); vAlpha=0.0; return; }

                float t = clamp(age * 1.3, 0.0, 1.0);
                float eased = 1.0 - pow(1.0 - t, 2.5); // quick start, then decelerate

                vec3 p = position + velocity * eased * 0.9;

                float scale = 1.0 + (1.0 - eased) * 10.0; // bigger at birth

                vec4 mv = modelViewMatrix * vec4(p, 1.0);
                gl_PointSize = size * scale * (280.0 / -mv.z);
                gl_Position = projectionMatrix * mv;

                vAlpha = 1.0 - eased * eased; // smooth fade
            }
        `,
        fragmentShader: `
            varying vec3 vColor;
            varying float vAlpha;
            void main(){
                vec2 c = gl_PointCoord - 0.5;
                float d = length(c);
                if(d > 0.5) discard;
                gl_FragColor = vec4(vColor, (1.0 - d*d*1.8) * vAlpha * 0.95);
            }
        `,
        transparent: true,
        blending: THREE.AdditiveBlending,
        depthWrite: false
    });

    scene.add(new THREE.Points(geo, mat));

    // ─── Animation & Sequence ───
    const clock = new THREE.Clock();
    let time = 0;

    function resetExplosion() {
        time = 0;
        titleEl.classList.remove('revealed');
        flashEl.classList.remove('active','fade-out');
        replayBtn.classList.remove('visible');
        const bt = geo.attributes.birthTime.array;
        for(let i = 0; i < COUNT; i++) {
            const dist = Math.hypot(pos[i*3], pos[i*3+1], pos[i*3+2]) || 0.01;
            bt[i] = - (dist * 1.2 + Math.random() * 0.5);
        }
        geo.attributes.birthTime.needsUpdate = true;
    }

    function explode() {
        resetExplosion();

        setTimeout(() => {
            flashEl.classList.add('active');
            bloom.strength = 1.3;

            setTimeout(() => flashEl.classList.add('fade-out'), 500);

            setTimeout(() => {
                bloom.strength = 0.55;
                titleEl.classList.add('revealed');
                setTimeout(() => replayBtn.classList.add('visible'), 200);
            }, 70);
        }, 30);
    }

    function animate() {
        requestAnimationFrame(animate);
        time += clock.getDelta();
        mat.uniforms.uTime.value = time;

        if(time > 3.5) bloom.strength = 0.55 + Math.sin(time * 1.1) * 0.1;

        composer.render();
    }

    animate();
    explode();

    replayBtn.addEventListener('click', explode);

    window.addEventListener('resize', () => {
        camera.aspect = innerWidth / innerHeight;
        camera.updateProjectionMatrix();
        renderer.setSize(innerWidth, innerHeight);
        composer.setSize(innerWidth, innerHeight);
    });
</script>
</body>
</html>