fix(styles): keep Snow wind sway bounded over time (#782)

The horizontal offset multiplied elapsed time by a sine, so flakes swung faster the longer the app ran. It is now the integral of the intended sway velocity, which stays bounded at any session age; Wind still scales the amplitude.

Co-authored-by: Sameh Khamis <[email protected]>
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HEOJUNFOandSameh Khamis authored and GitHub committed 2026-10-14 11:48:51 -07:00
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@@ -1,5 +1,8 @@
# Changelog
- Snow flakes sway within a fixed range instead of drifting sideways faster the
longer the app runs; the Wind setting still scales the sway.
- The right rail ignores panels that other CSS hides, such as during an event
view, so they no longer force one-panel-at-a-time layout or collapse visible
panels. Panels the rail collapses itself are still restored.
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@@ -1013,6 +1013,8 @@ and sharpen. Display supplies actions and renders settings; effect execution has
no DOM dependency. Existing presets and the 500 ms transition remain unchanged.
Stopping the controller revokes animation before asynchronous UI teardown; final
destruction removes its stages and restores the borrowed bloom configuration.
Snow's sideways sway stays within a fixed range at any session age; Wind scales
its amplitude.
## Display control ownership
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@@ -29,11 +29,13 @@ export const snowShader = {
float depth = 0.5 + layer * 0.5;
float speed = 0.4 + layer * 0.3;
float size = mix(0.01, 0.025, layer);
float windForce = sin(time * 0.5 + layer * 3.14) * (0.05 + wind * 0.2);
float windForce = 0.05 + wind * 0.2;
vec2 snowUV = uv * vec2(1.0, 0.5) * (4.0 + layer * 4.0);
snowUV.y += time * speed;
snowUV.x += time * windForce;
// Offset is the integral of a swaying velocity sin(time * 0.5 + phase) * windForce,
// so the sway stays bounded however long the app has been running.
snowUV.x -= 2.0 * cos(time * 0.5 + layer * 3.14) * windForce;
vec2 cell = floor(snowUV);
vec2 f = fract(snowUV);