<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/">
  <channel>
    <title>DEV Community: prodiamadmin</title>
    <description>The latest articles on DEV Community by prodiamadmin (@prodiamadmin).</description>
    <link>https://dev.to/prodiamadmin</link>
    <image>
      <url>https://media2.dev.to/dynamic/image/width=90,height=90,fit=cover,gravity=auto,format=auto/https:%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F3961518%2Fc7286653-6417-4a5a-9206-7d747563dcfd.png</url>
      <title>DEV Community: prodiamadmin</title>
      <link>https://dev.to/prodiamadmin</link>
    </image>
    <atom:link rel="self" type="application/rss+xml" href="https://dev.to/feed/prodiamadmin"/>
    <language>en</language>
    <item>
      <title>Scroll as a timeline: a 3-billion-year diamond story in WebGL (GSAP + Lenis)</title>
      <dc:creator>prodiamadmin</dc:creator>
      <pubDate>Mon, 01 Jun 2026 07:32:45 +0000</pubDate>
      <link>https://dev.to/prodiamadmin/scroll-as-a-timeline-a-3-billion-year-diamond-story-in-webgl-gsap-lenis-gj3</link>
      <guid>https://dev.to/prodiamadmin/scroll-as-a-timeline-a-3-billion-year-diamond-story-in-webgl-gsap-lenis-gj3</guid>
      <description>&lt;p&gt;I open-sourced a scroll-driven WebGL piece that scrolls you back three billion years, to the moment a diamond formed, then forward to a finished ring. As you scroll, the stone is cut in front of you, rough crystal to brilliant.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Live:&lt;/strong&gt; &lt;a href="https://www.prodiam.co.za/oldest/" rel="noopener noreferrer"&gt;https://www.prodiam.co.za/oldest/&lt;/a&gt;&lt;br&gt;
&lt;strong&gt;Source (MIT):&lt;/strong&gt; &lt;a href="https://github.com/prodiamadmin/deep-time-diamond" rel="noopener noreferrer"&gt;https://github.com/prodiamadmin/deep-time-diamond&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;My first post covered the diamond itself. This one is about the part that makes it feel like a film: scroll position IS the timeline.&lt;/p&gt;
&lt;h2&gt;
  
  
  One timeline, scrubbed by scroll
&lt;/h2&gt;

&lt;p&gt;Everything (camera moves, the diamond rotating, era cross-fades, the copy, the cut) lives on a single GSAP timeline. ScrollTrigger scrubs it, and Lenis smooths the scroll that feeds it:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;lenis&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Lenis&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;lerp&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;0.08&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;smoothWheel&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;reduced&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="nx"&gt;lenis&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;scroll&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;ScrollTrigger&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;update&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;gsap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;ticker&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;add&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;lenis&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;raf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;tl&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;gsap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;timeline&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;
  &lt;span class="na"&gt;scrollTrigger&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;trigger&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;scrollEl&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;start&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;top top&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;end&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;bottom bottom&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;scrub&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;1.2&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Because it is one scrubbed timeline, the whole story is reversible: scroll up and the diamond un-cuts itself. No scroll listeners firing callbacks, no state machine. Just a timeline you drag with the wheel.&lt;/p&gt;

&lt;h2&gt;
  
  
  Acts get weight, not pixels
&lt;/h2&gt;

&lt;p&gt;Each act of the story needs a different amount of room. The deep-time montage (older than the pyramids, older than the first flower) has to breathe; the transitions can be quick. So each act gets a weight, and the page height is the sum:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;WEIGHTS&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mf"&gt;1.1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;3.6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;1.4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;1.4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;1.3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;1.7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;1.5&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;total&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;WEIGHTS&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;reduce&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;scrollEl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;total&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;vh&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The deep-time act gets about three times the scroll distance of any other beat, so it lands instead of flashing by. Tuning the pacing becomes editing one array.&lt;/p&gt;

&lt;h2&gt;
  
  
  The cut is one tween
&lt;/h2&gt;

&lt;p&gt;The diamond is a single procedural mesh with a rough-crystal morph target. The entire rough-to-brilliant reveal is one tween that drops the morph influence to zero and turns the optics on at the same instant:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;tl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;to&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;diamond&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;morphTargetInfluences&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;duration&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;w&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;ease&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;power2.inOut&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="nx"&gt;cut&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;to&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;material&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;roughness&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;transmission&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;dispersion&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;1.25&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;clearcoat&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;thickness&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;envMapIntensity&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;2.2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;duration&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;w&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;ease&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;power2.inOut&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="nx"&gt;cut&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Reduced motion
&lt;/h2&gt;

&lt;p&gt;If the visitor prefers reduced motion, I drop the Lenis smoothing and the scrub, so it degrades to a plain, honest page scroll:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;reduced&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;matchMedia&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;(prefers-reduced-motion: reduce)&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nx"&gt;matches&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="c1"&gt;// new Lenis({ smoothWheel: !reduced }) and scrub: reduced ? false : 1.2&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Why
&lt;/h2&gt;

&lt;p&gt;It was built for ProDiam (&lt;a href="https://www.prodiam.co.za" rel="noopener noreferrer"&gt;https://www.prodiam.co.za&lt;/a&gt;), a natural-diamond cutting house in South Africa, to show the three billion years before the ring. The code is MIT, so the same scroll engine works for any deep-time or how-it-is-made story. Fork it and point it at your own story. Feedback welcome, especially on the scroll performance.&lt;/p&gt;

</description>
      <category>webgl</category>
      <category>threejs</category>
      <category>javascript</category>
      <category>gsap</category>
    </item>
    <item>
      <title>How we built a diamond's 3-billion-year journey in WebGL (Three.js + GSAP)</title>
      <dc:creator>prodiamadmin</dc:creator>
      <pubDate>Sun, 31 May 2026 18:55:36 +0000</pubDate>
      <link>https://dev.to/prodiamadmin/how-we-built-a-diamonds-3-billion-year-journey-in-webgl-threejs-gsap-2014</link>
      <guid>https://dev.to/prodiamadmin/how-we-built-a-diamonds-3-billion-year-journey-in-webgl-threejs-gsap-2014</guid>
      <description>&lt;p&gt;We open-sourced a scroll-driven WebGL piece that traces a single natural diamond from its birth about 150 km down in the mantle, across three billion years, up to a finished ring. As you scroll, the stone is cut in front of you, from a rough octahedral crystal into a round brilliant.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Live:&lt;/strong&gt; &lt;a href="https://www.prodiam.co.za/oldest/" rel="noopener noreferrer"&gt;https://www.prodiam.co.za/oldest/&lt;/a&gt;&lt;br&gt;
&lt;strong&gt;Source (MIT):&lt;/strong&gt; &lt;a href="https://github.com/prodiamadmin/deep-time-diamond" rel="noopener noreferrer"&gt;https://github.com/prodiamadmin/deep-time-diamond&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Here is how it is built.&lt;/p&gt;
&lt;h2&gt;
  
  
  Stack
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Three.js r184&lt;/strong&gt; for the diamond and all 3D&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;GSAP + ScrollTrigger&lt;/strong&gt; so every animation is driven by scroll position&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Lenis&lt;/strong&gt; for inertial smooth-scroll that the timeline reads from&lt;/li&gt;
&lt;li&gt;HTML5 audio for the voiceover and ambient bed&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;
  
  
  The diamond is procedural, not a model
&lt;/h2&gt;

&lt;p&gt;There is no &lt;code&gt;.glb&lt;/code&gt;. The brilliant is generated from rings of vertices: a table, a table ring, girdle top and bottom, and one culet point at the bottom, stitched into facets. Flat shading means each facet catches light on its own, like a real cut stone:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;makeBrilliant&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;N&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;rg&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mf"&gt;1.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;rt&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mf"&gt;0.56&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;ht&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mf"&gt;0.36&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;gd&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mf"&gt;0.05&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;pd&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mf"&gt;0.92&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;v&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;ht&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;                 &lt;span class="c1"&gt;// table center&lt;/span&gt;
  &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;k&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;k&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;N&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;k&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;         &lt;span class="c1"&gt;// table ring&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;k&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="nx"&gt;N&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;PI&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;v&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;push&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;cos&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;rt&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;ht&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sin&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nx"&gt;rt&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="c1"&gt;// ...girdle top, girdle bottom...&lt;/span&gt;
  &lt;span class="nx"&gt;v&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;push&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;gd&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;pd&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;             &lt;span class="c1"&gt;// culet&lt;/span&gt;
  &lt;span class="c1"&gt;// index facets, computeVertexNormals(), flatShading: true&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  The cut is a single morph target
&lt;/h2&gt;

&lt;p&gt;The rough raw crystal is a second set of vertex positions on the same geometry, an irregular octahedron (apex, a jittered wide equator, apex). It starts at full influence, so the very first thing you see is a raw stone:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;geo&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;morphAttributes&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;position&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;THREE&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;Float32BufferAttribute&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;roughPos&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;)];&lt;/span&gt;
&lt;span class="nx"&gt;diamond&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;morphTargetInfluences&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt; &lt;span class="c1"&gt;// 1 = fully rough&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;During the cutting-bench scene, one GSAP tween drives that influence to 0 and turns the optics on at the same instant. That single tween is the entire rough-to-brilliant reveal:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="nx"&gt;tl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;to&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;diamond&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;morphTargetInfluences&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;duration&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;w&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;ease&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;power2.inOut&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="nx"&gt;benchStart&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;to&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;material&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;roughness&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;transmission&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;dispersion&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;1.25&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;clearcoat&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;thickness&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;envMapIntensity&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;2.2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;duration&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;w&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;ease&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;power2.inOut&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="nx"&gt;benchStart&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Fire, without a path tracer
&lt;/h2&gt;

&lt;p&gt;The material is a &lt;code&gt;MeshPhysicalMaterial&lt;/code&gt; with &lt;code&gt;ior: 2.42&lt;/code&gt;, the real refractive index of diamond, plus transmission and &lt;code&gt;dispersion&lt;/code&gt; for the rainbow fire. Reflections come from a PMREM-prefiltered &lt;code&gt;RoomEnvironment&lt;/code&gt;, and the canvas is transparent (&lt;code&gt;alpha: true&lt;/code&gt;) so the 3D floats over DOM era-art and film. Tone mapping is ACES Filmic. It holds 60fps on a phone and still reads as a diamond.&lt;/p&gt;

&lt;h2&gt;
  
  
  Scroll is the timeline
&lt;/h2&gt;

&lt;p&gt;One GSAP master timeline owns everything: camera dolly, rotation, era cross-fades, copy, and the cut. ScrollTrigger scrubs it, and Lenis feeds scroll into the GSAP ticker so the scrub stays smooth:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;lenis&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Lenis&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;lerp&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;0.08&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;smoothWheel&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;reduced&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="nx"&gt;lenis&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;scroll&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;ScrollTrigger&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;update&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;gsap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;ticker&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;add&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;lenis&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;raf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Each act gets a weight, not a fixed height. The deep-time montage (older than the pyramids, older than the first flower) gets about three times the scroll room of any other beat so it actually lands:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;WEIGHTS&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mf"&gt;1.1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;3.6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;1.4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;1.4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;1.3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;1.7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;1.5&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
&lt;span class="nx"&gt;scrollEl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;height&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;WEIGHTS&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;reduce&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mi"&gt;100&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;vh&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Performance and accessibility
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Only the active scene's &lt;code&gt;&amp;lt;video&amp;gt;&lt;/code&gt; plays; the rest are paused as you scroll past.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;devicePixelRatio&lt;/code&gt; is capped at 2.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;prefers-reduced-motion&lt;/code&gt; drops the smooth-scroll and the scrub, degrading to plain page scroll.&lt;/li&gt;
&lt;li&gt;A &lt;code&gt;?static&lt;/code&gt; flag exposes &lt;code&gt;window.__shot(progress)&lt;/code&gt; to render any single frame on demand, which made deterministic QA screenshots trivial.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Why
&lt;/h2&gt;

&lt;p&gt;ProDiam is a natural-diamond cutting house in Bedfordview, South Africa (&lt;a href="https://www.prodiam.co.za" rel="noopener noreferrer"&gt;https://www.prodiam.co.za&lt;/a&gt;). They buy rough, cut it in-house, and sell the finished stone, so we wanted to show the part nobody usually sees: the three billion years before the ring.&lt;/p&gt;

&lt;p&gt;It is MIT-licensed. Fork it, tear out the diamond, and point the same scroll engine at your own story. Feedback welcome, especially on the dispersion look and the scroll performance.&lt;/p&gt;

</description>
      <category>threejs</category>
      <category>webgl</category>
      <category>javascript</category>
      <category>showdev</category>
    </item>
  </channel>
</rss>
