designpaca/apps/site/public/work/lumina-optics/index.html
Yun Chan 123d9fc5a8 fix(showcase): 미정의 CSS 변수·한글 조판·접근성 결함 수리 및 무결성 게이트 두 겹 신설
stylelint 도 html-validate 도 "var(--x) 를 썼는데 --x 가 어디에도 없다"를 잡지
못한다. 미정의 변수는 선언 전체를 무효로 만드는데 콘솔 에러가 없어 조용히 남는다.
검사기를 심자마자 v0.9.1 의 실제 결함이 나왔다.

게이트 신설
- tools/integrity.mjs — L0 무결성. CSS 커스텀 프로퍼티 참조, 상대경로,
  한글 조판 필수 규칙(keep-all·한글 폰트 지정), 슬롭 지문, 스크롤 리스너를 검사.
  verify.mjs 체인에 편입해 실패 시 배포를 막는다.
  폴백이 있는 var(--x, 기본값) 은 선택적 주입이므로 미정의로 세지 않는다.
- tools/showcase-audit.mjs — 320/390/768/1440 실렌더 감사. 가로 스크롤·오버플로·
  컨트롤 줄바꿈·대비 AA·왼쪽 인셋·h1 개수·히어로 줄 수·깨진 이미지·콘솔 에러.
  반투명 배경을 합성해 대비를 재고, WebGL 페이지를 위해 swiftshader 로 렌더한다.
- html-validate 대상을 두 페이지에서 public/work 전체로 넓혔다.

수리한 결함
- 미정의 변수 64건: --dur-fast·--radius-xs 가 정의된 적이 없어 cask-archive,
  cheongon-care, materia-interior 의 transition 선언이 통째로 무효였다.
  새 토큰을 만들지 않고 기존 --dur-quick·--radius 로 매핑했다 — 토큰을 늘리면
  radius 어휘가 4종이 되어 하드 게이트 3에 걸린다.
- 한글 조판: lumina-optics·pulsegate·synapse-bci 가 word-break: keep-all 없이
  IBM Plex Sans 만 지정해 한글이 시스템 기본으로 떨어지고 있었다.
  같은 계열의 IBM Plex Sans KR 을 스택에 넣고 keep-all 을 추가했다.
- 슬롭 지문 19건: text-transform: uppercase 로 만든 영문 대문자 eyebrow 를
  한글 문장으로 바꾸고, 대문자용으로 잡아둔 넓은 자간과 모노 서체도 되돌렸다.
- 하드 게이트 9: materia-interior/hannam-duplex.html 의 100vh → 100dvh.
  이 파일은 어디서도 참조되지 않으면서 인라인 hex 까지 갖고 있어 토큰 기반으로 다시 썼다.
- 접근성 11건: label 하나가 output 과 input 둘에 걸리던 것 5건(font-foundry,
  lumina-optics), dl > div > div > dt 4건(muwol-coffee), div 에 붙은 aria-label
  2건(overtone-sound, pulsegate).

측정기 자체의 오류 둘도 고쳤다 — 눈에 보이지 않는 .sr-only 를 대비 실패로 잡던 것과,
overflow-x: auto 상자 안의 넓은 표를 오버플로로 잡던 것. 재는 도구가 틀리면
통과도 실패도 의미가 없다.
2026-08-24 12:50:57 +09:00

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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>Lumina Optics · Refraction Bench</title>
<meta
name="description"
content="A WebGL bench where a single beam meets a prism: refraction and dispersion computed per frame. Drag the prism, change the index."
/>
<meta property="og:title" content="Lumina Optics · Refraction Bench" />
<meta
property="og:description"
content="One beam, one prism, per-frame refraction."
/>
<meta property="og:type" content="website" />
<meta name="theme-color" content="#101214" />
<link rel="preconnect" href="https://fonts.googleapis.com" />
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin />
<link
rel="stylesheet"
href="https://fonts.googleapis.com/css2?family=IBM+Plex+Sans:wght@400;500;600&family=IBM+Plex+Sans+KR:wght@400;500;600&family=JetBrains+Mono:wght@400;500&display=swap"
/>
<link rel="stylesheet" href="./styles/main.css?v=2" />
<link
rel="icon"
href="data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 32 32'%3E%3Crect width='32' height='32' fill='%23101214'/%3E%3Cpath d='M6 16h8m8 0h4M14 16l10-7v14z' fill='none' stroke='%23BFE8EE' stroke-width='1.4'/%3E%3C/svg%3E"
/>
</head>
<body>
<a class="skip" href="#main">Skip to main content</a>
<header class="site-head">
<div class="wrap head-inner">
<a class="wordmark" href="#main">lumina<span class="wordmark-dot">·</span>optics</a>
<nav class="nav" aria-label="Sections">
<a href="#bench">Bench</a>
<a href="#anatomy">Anatomy</a>
<a href="#mtf">MTF</a>
<a href="#contact">Contact</a>
</nav>
</div>
</header>
<main id="main">
<!--
The bench. The product is light behaviour, so the hero IS the instrument:
one beam, one prism, per-frame refraction. Drag rotates; sliders change
the index and the dispersion — they are the two honest knobs a bench
has. Everything degrades to a static photograph.
-->
<section id="bench" class="hero" aria-labelledby="hero-h">
<div class="bench-stage reveal">
<canvas
id="gl"
aria-label="Interactive prism: a white beam enters from the left and exits as a spectrum. Drag to rotate the prism."
></canvas>
<img
class="bench-fallback"
src="./assets/prism-bench.webp"
alt="A glass prism on a dark optical breadboard splitting one collimated beam into a spectrum"
width="1440"
height="810"
/>
</div>
<div class="wrap hero-inner">
<div class="hero-text">
<p class="hero-kicker reveal">Refraction bench · WebGL</p>
<h1 id="hero-h" class="reveal" style="--delay: 60ms">
One beam,<br />bent honestly
</h1>
<p class="lead reveal" style="--delay: 120ms">
No photograph on this screen is doing the work — the prism is
being refracted right now, per frame, on your GPU. Drag it. Change
the index. The spectrum you see is the same arithmetic lens
designers use, minus the glasses.
</p>
</div>
<div class="hud reveal" style="--delay: 160ms">
<div class="hud-row">
<div class="hud-row-head"><label for="ior">Index of refraction</label><output id="ior-out" for="ior">1.52</output></div>
<input type="range" id="ior" min="1.45" max="2.20" step="0.01" value="1.52" />
</div>
<div class="hud-row">
<div class="hud-row-head"><label for="disp">Dispersion (Abbe ↓)</label><output id="disp-out" for="disp">0.18</output></div>
<input type="range" id="disp" min="0" max="0.6" step="0.01" value="0.18" />
</div>
<p class="hud-note" id="hud-note">Drag the prism to rotate · beam is collimated at 632.8 nm reference</p>
</div>
</div>
</section>
<!--
Anatomy — cut lens photography. Real glass, not renders.
-->
<section id="anatomy" class="section" aria-labelledby="anatomy-h">
<div class="wrap two">
<figure class="two-photo reveal">
<img
src="./assets/lens-section.webp"
alt="Cutaway of a precision lens: a stack of glass elements in a metal barrel, edge-lit so each surface shows a refraction line"
width="900"
height="1200"
loading="lazy"
/>
<figcaption>L-85 cutaway · 7 elements in 6 groups</figcaption>
</figure>
<div class="two-text">
<h2 id="anatomy-h">Glass decides<br />before software does</h2>
<p>
A lens is a chain of refractions, and every surface answers before
any firmware runs. Our L-85 uses two low-dispersion elements to
keep the spectrum you just dragged from fanning out across the
frame — dispersion corrected in glass, not in a profile.
</p>
<p class="muted">
The cutaway above is a physical section, milled for measurement.
Element count and spacing are measured from it, not from the
drawing.
</p>
</div>
</div>
</section>
<!--
MTF — the only curve that argues. Static, thin, honest:
measured at infinity, full aperture, both field directions.
-->
<section id="mtf" class="section band" aria-labelledby="mtf-h">
<div class="wrap mtf-grid">
<div class="mtf-text">
<h2 id="mtf-h">MTF, not adjectives</h2>
<p>
“Tack sharp” is not a specification. Contrast transfer at given
line pairs per millimetre is. These curves are measured on an
optical bench at full aperture — sagittal and meridional, out to
the corner.
</p>
<ul class="mtf-legend">
<li><span class="key key-solid" aria-hidden="true"></span>10 lp/mm · sagittal</li>
<li><span class="key key-solid-m" aria-hidden="true"></span>10 lp/mm · meridional</li>
<li><span class="key key-dash" aria-hidden="true"></span>30 lp/mm · sagittal</li>
<li><span class="key key-dash-m" aria-hidden="true"></span>30 lp/mm · meridional</li>
</ul>
</div>
<figure class="mtf-plot reveal">
<svg viewBox="0 0 560 320" role="img" aria-label="MTF curves: contrast stays above 0.85 at 10 lp/mm across the field; at 30 lp/mm it falls from 0.75 at center to 0.42 at the corner.">
<g class="chart-grid">
<line x1="48" y1="16" x2="48" y2="272" />
<line x1="48" y1="272" x2="536" y2="272" />
<line x1="48" y1="88" x2="536" y2="88" stroke-dasharray="2 6" />
<line x1="48" y1="160" x2="536" y2="160" stroke-dasharray="2 6" />
<line x1="48" y1="232" x2="536" y2="232" stroke-dasharray="2 6" />
<line x1="172" y1="16" x2="172" y2="272" stroke-dasharray="2 6" />
<line x1="296" y1="16" x2="296" y2="272" stroke-dasharray="2 6" />
<line x1="420" y1="16" x2="420" y2="272" stroke-dasharray="2 6" />
</g>
<g class="axis-labels">
<text x="40" y="20" text-anchor="end">1.0</text>
<text x="40" y="92" text-anchor="end">0.75</text>
<text x="40" y="164" text-anchor="end">0.5</text>
<text x="40" y="236" text-anchor="end">0.25</text>
<text x="48" y="292">center</text>
<text x="292" y="292" text-anchor="middle">image field (mm)</text>
<text x="536" y="292" text-anchor="end">corner 21.6</text>
</g>
<!-- 10 lp/mm sagittal: high, gentle fall -->
<polyline class="mtf mtf-10s" points="48,32 172,36 296,44 420,60 536,76" />
<!-- 10 lp/mm meridional -->
<polyline class="mtf mtf-10m" points="48,34 172,40 296,52 420,72 536,96" />
<!-- 30 lp/mm sagittal -->
<polyline class="mtf mtf-30s" points="48,84 172,96 296,120 420,160 536,196" />
<!-- 30 lp/mm meridional -->
<polyline class="mtf mtf-30m" points="48,90 172,108 296,140 420,186 536,232" />
</svg>
<figcaption>L-85 · f/1.8 · infinity focus · bench-measured 2026-07</figcaption>
</figure>
</div>
</section>
<!--
Spec — with conditions.
-->
<section class="section" aria-labelledby="spec-h">
<div class="wrap">
<h2 id="spec-h" class="reveal">Specification</h2>
<div class="table-wrap reveal" style="--delay: 80ms">
<table>
<caption class="sr-only">L-85 specification — item, value, condition</caption>
<thead>
<tr>
<th scope="col">Item</th>
<th scope="col" class="num">Value</th>
<th scope="col">Condition</th>
</tr>
</thead>
<tbody>
<tr><th scope="row">Focal length</th><td class="num">85 mm</td><td>nominal · ±1.5% at infinity</td></tr>
<tr><th scope="row">Aperture</th><td class="num">f/1.8 – f/16</td><td>9-blade · near-circular</td></tr>
<tr><th scope="row">Elements</th><td class="num">7 in 6</td><td>2 LD · measured from cutaway</td></tr>
<tr><th scope="row">Close focus</th><td class="num">0.62 m</td><td>1:7.2 magnification</td></tr>
<tr><th scope="row">Filter</th><td class="num">Ø 62 mm</td><td>brass, front-threaded</td></tr>
<tr><th scope="row">Weight</th><td class="num">438 g</td><td>without caps, with hood</td></tr>
</tbody>
</table>
</div>
</div>
</section>
<!-- Contact -->
<section id="contact" class="section band contact" aria-labelledby="contact-h">
<div class="wrap contact-grid">
<h2 id="contact-h">Bench visits</h2>
<p>
We measure loaner samples for free and publish the curves —
manufacturers welcome or not. Bench time and MTF requests:
</p>
<a class="btn" href="mailto:bench@lumina.optics">bench@lumina.optics</a>
</div>
</section>
</main>
<footer class="site-foot">
<div class="wrap foot-inner">
<p>lumina optics</p>
<p class="foot-meta">measurements reproducible on request · bench cal. 2026-06</p>
</div>
</footer>
<script type="module">
/*
Refraction bench — three.js, one prism, two honest uniforms.
Budget note: three.module.js ≈ 165KB gzip. 예산 상향 — 이 페이지의
제품이 WebGL 자체다(데모 브리프 예산 상향 허용).
폴백: WebGL 실패 시 사진이 보이고 캔버스는 뜨지 않는다(이미 마크업에 있음).
*/
const canvas = document.getElementById("gl");
const fallback = document.querySelector(".bench-fallback");
const reduced = matchMedia("(prefers-reduced-motion: reduce)").matches;
let gl = null;
try {
gl = canvas.getContext("webgl2", { antialias: true, alpha: true });
} catch (e) { /* fall through */ }
if (!gl) {
canvas.remove();
document.getElementById("hud-note").textContent =
"WebGL unavailable — showing the bench photograph instead.";
} else {
fallback.remove();
const THREE = await import("https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js");
const renderer = new THREE.WebGLRenderer({ canvas, context: gl, antialias: true, alpha: true });
renderer.setClearColor(0x000000, 0);
const DPR = Math.min(devicePixelRatio || 1, 1.5);
renderer.setPixelRatio(DPR);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(32, 1, 0.1, 50);
camera.position.set(0, 0, 9);
// ----- prism: triangular cross-section (CylinderGeometry, 3 segments)
const prismGeo = new THREE.CylinderGeometry(2.1, 2.1, 2.6, 3, 1, false);
prismGeo.rotateX(Math.PI / 2); // axis toward camera
prismGeo.rotateZ(Math.PI / 2); // flat edge up to the beam
const uniforms = {
uTime: { value: 0 },
uIor: { value: 1.52 },
uDisp: { value: 0.18 },
};
const prismMat = new THREE.ShaderMaterial({
uniforms,
transparent: true,
vertexShader: /* glsl */`
varying vec3 vN;
varying vec3 vView;
void main() {
vec4 mv = modelViewMatrix * vec4(position, 1.0);
vN = normalize(normalMatrix * normal);
vView = normalize(-mv.xyz);
gl_Position = projectionMatrix * mv;
}`,
fragmentShader: /* glsl */`
precision highp float;
varying vec3 vN;
varying vec3 vView;
uniform float uIor;
uniform float uDisp;
// wavelength ramp: violet → cyan → yellow → red
vec3 spectrum(float t) {
t = clamp(t, 0.0, 1.0);
return clamp(
vec3(
smoothstep(0.30, 0.00, t) + smoothstep(0.70, 1.00, t),
smoothstep(0.00, 0.35, t) - smoothstep(0.60, 1.00, t),
smoothstep(0.00, 0.30, t) - smoothstep(0.45, 0.75, t)
), 0.0, 1.0);
}
void main() {
float ndv = abs(dot(normalize(vN), normalize(vView)));
// fresnel edge (schlick): rim is where refraction lives
float f = pow(1.0 - ndv, 3.0);
// refraction deflection grows with index
float bend = (uIor - 1.0) * ndv;
// dispersion: split position across the rim into wavelengths
float d = uDisp * bend;
vec3 col = spectrum(0.5 + (1.0 - ndv) * (0.6 + d * 4.0));
// glass body: near-black with faint interior glow
vec3 body = vec3(0.02, 0.025, 0.03) * (0.4 + ndv);
vec3 rim = col * f * 1.35;
float alpha = clamp(f * 0.95 + 0.06, 0.0, 1.0);
gl_FragColor = vec4(body + rim, alpha);
}`,
});
const prism = new THREE.Mesh(prismGeo, prismMat);
scene.add(prism);
// ----- beam: incoming line + dispersed fan (additive planes)
const beamGroup = new THREE.Group();
const mkBeam = (w, h, color1, color2, op) => {
const m = new THREE.Mesh(
new THREE.PlaneGeometry(w, h),
new THREE.ShaderMaterial({
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending,
uniforms: { uOp: { value: op }, uC1: { value: new THREE.Color(color1) }, uC2: { value: new THREE.Color(color2) } },
vertexShader: `varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }`,
fragmentShader: `
varying vec2 vUv; uniform float uOp; uniform vec3 uC1; uniform vec3 uC2;
void main(){
float a = smoothstep(0.0, 0.12, vUv.x) * smoothstep(1.0, 0.88, vUv.x);
float b = smoothstep(0.0, 0.5, vUv.y) * smoothstep(1.0, 0.5, vUv.y);
vec3 c = mix(uC1, uC2, vUv.x);
gl_FragColor = vec4(c, a * b * uOp);
}`,
})
);
return m;
};
const beamIn = mkBeam(9, 0.10, 0xdfe8ec, 0xffffff, 0.55);
beamIn.position.set(0, 1.45, -0.2);
beamGroup.add(beamIn);
const fan = mkBeam(9, 1.7, 0x8fd8e8, 0xf2b060, 0.30);
fan.position.set(-0.4, 0.35, -0.25);
fan.rotation.z = 0.085;
beamGroup.add(fan);
scene.add(beamGroup);
// ----- interaction
let dragging = false, lastX = 0, vel = 0.0016, rot = 0;
canvas.addEventListener("pointerdown", (e) => { dragging = true; lastX = e.clientX; canvas.setPointerCapture(e.pointerId); });
canvas.addEventListener("pointermove", (e) => {
if (!dragging) return;
const dx = e.clientX - lastX;
lastX = e.clientX;
rot += dx * 0.006;
vel = dx * 0.0006;
});
const end = () => (dragging = false);
canvas.addEventListener("pointerup", end);
canvas.addEventListener("pointercancel", end);
canvas.style.touchAction = "none";
const iorEl = document.getElementById("ior");
const dispEl = document.getElementById("disp");
const iorOut = document.getElementById("ior-out");
const dispOut = document.getElementById("disp-out");
const bind = (el, out, uni, fmt) =>
el.addEventListener("input", () => {
uni.value = parseFloat(el.value);
out.textContent = fmt(uni.value);
});
bind(iorEl, iorOut, uniforms.uIor, (v) => v.toFixed(2));
bind(dispEl, dispOut, uniforms.uDisp, (v) => v.toFixed(2));
// ----- sizing
const stage = canvas.parentElement;
function fit() {
const r = stage.getBoundingClientRect();
const h = Math.max(320, Math.min(r.height, 760));
renderer.setSize(r.width, h, false);
camera.aspect = r.width / h;
camera.updateProjectionMatrix();
}
fit();
new ResizeObserver(fit).observe(stage);
// ----- loop: paused offscreen, static under reduced motion
let visible = true, t0 = performance.now();
const io = new IntersectionObserver((en) => { visible = en[0].isIntersecting; });
io.observe(canvas);
function frame() {
if (!visible) { requestAnimationFrame(frame); return; }
const t = (performance.now() - t0) / 1000;
uniforms.uTime.value = t;
if (!dragging) { vel *= 0.98; rot += Math.max(0.0016, Math.abs(vel)) * Math.sign(vel || 1); }
prism.rotation.z = rot;
beamGroup.rotation.z = Math.sin(t * 0.4) * 0.01;
renderer.render(scene, camera);
if (!reduced) requestAnimationFrame(frame);
}
frame(); // reduced-motion: renders exactly one static frame
}
const io2 = new IntersectionObserver(
(entries) => {
for (const e of entries) {
if (!e.isIntersecting) continue;
e.target.classList.add("is-in");
io2.unobserve(e.target);
}
},
{ rootMargin: "0px 0px -8% 0px", threshold: 0.05 },
);
for (const el of document.querySelectorAll(".reveal")) io2.observe(el);
</script>
</body>
</html>