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Acteur reconnu des métiers de l’électricité et du génie énergétique, Gay Électricité souhaitait affirmer son identité et sa visibilité à travers un site de marque clair et structuré.
Nous avons conçu une plateforme digitale capable de valoriser ses expertises techniques tout en facilitant la compréhension de ses services, de la conception à la maintenance.
Le travail d’UX et de référencement a permis d’articuler efficacement positionnement produit, performance SEO et lisibilité des contenus, dans une expérience sobre et cohérente.
Le site s’inscrit dans une stratégie digitale globale, pensée pour accompagner la croissance et renforcer la notoriété du groupe sur son territoire.
Nous avons conçu une plateforme digitale capable de valoriser ses expertises techniques tout en facilitant la compréhension de ses services, de la conception à la maintenance.
Le travail d’UX et de référencement a permis d’articuler efficacement positionnement produit, performance SEO et lisibilité des contenus, dans une expérience sobre et cohérente.
Le site s’inscrit dans une stratégie digitale globale, pensée pour accompagner la croissance et renforcer la notoriété du groupe sur son territoire.
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d

// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { // requestAnimationFrame(tick)

// React Scanner Component import React, { useState, useEffect } f rom 'react'; const Scanner = ({ image, onTransform }) => { const [ position, setPosition] = useState(0); const [isScanning, setIsScan ning] = useState(false); useEffect(() => { const animate = () => { function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } f unction lerp(a, b, t) { return a + (b - a) * t; } const now = () = > performance.now(); function rng(min, max) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy , r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this .r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this .vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; th is.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), w idth: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ct x.globalAlpha = clamp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.

/* Scanner Animation Styles */ .scanner-container { display: flex; height: 100vh; } .scanner-bar { width: 8px; background: linear-gr adient( to bottom, transparent 0%, #00FEBA 20%, #00FEBA 80%, trans parent 100% ); box-shadow: 0 0 20px #00FEBA; animation: scan 2s li near infinite; } @keyframes scan { 0% { transform: translateX(-100 vw); } 100% { transform: translateX(100vw); } } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now() ; function rng(min, max) { return Math.random() * (max - min) + mi n; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; th is.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } st ep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt ) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scan ner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, g

// Three.js Scanner Effect import * as THREE from 'three'; class S cannerEffect { constructor() { this.scene = new THREE.Scene(); thi s.camera = new THREE.PerspectiveCamera(75, window.innerWidth / win dow.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRender er({ alpha: true }); this.particles = []; this.init(); } init() { this.createParticles(); this.animate(); } function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { r eturn a + (b - a) * t; } const now = () => performance.now(); func tion rng(min, max) { return Math.random() * (max - min) + min; } c lass Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; thi s.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } ste p(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Parti cle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; t his.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { th is.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3

// Image Processing Algorithm function processImage(imageData) { c onst canvas = document.createElement('canvas'); const ctx = canvas .getContext('2d'); const data = imageData.data; for (let i = 0; i < data.length; i += 4) { const gray = data[i] * 0.299 + data[i + 1 ] * 0.587 + data[i + 2] * 0.114; data[i] = gray; data[i + 1] = gra y; data[i + 2] = gray; } function clamp(n, a, b) { return Math.max (a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now(); function rng(min, max ) { return Math.random() * (max - min) + min; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { const ructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this .vx * dt; this.y += this.vy * dt; } } class Particle2 { constructo r(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this .vy = vy; this.r = r; this.a = a; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } const scanner = { x: Math.floor(w indow.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function d






Prêt·e à révéler et faire rayonner votre marque ?
Parlons objectifs, images qui marquent et résultats mesurables. Un premier call pour cadrer le défi et imaginer la suite.