"use client"; export function AnimatedCopilotOrb() { return (
{/* ========================================================================= LAYER 1: Ambient Background Glow & Core Base Volume (Cached Layer) Isolated in its own SVG so the 125px Gaussian blurs and inner shadows are rasterized ONCE into GPU VRAM and never re-evaluated during animation. ========================================================================= */} {/* Unified ambient background blur filter */} {/* Sphere base outer glow */} {/* Core sphere inner shadow */} {/* Ambient Glow Paths */} {/* Base Sphere Glow Rim & Dark Volume */} {/* ========================================================================= LAYER 2: Dynamic Live Vector Animations Contains the continuous 360° orbiting ring, breathing energy waves, drifting liquid blob, rotating star spotlight, and twin contour rings. ========================================================================= */} {/* Orbiting Ring Drop Shadow Filter */} {/* Liquid Blob Glow Filter - Generous bounds so it never clips during drift */} {/* Star Spotlight Blur Filter - Generous bounds so it never clips during orbit */} {/* Energy Waves Shared Blur Filter - Generous bounds so it never clips during breathing */} {/* Sphere ClipPath: Hardware Stencil/Scissor Buffer (Fast!) */} {/* Star Alpha Mask */} {/* Linear Gradients */} {/* 1. Orbiting Energy Ring (Smooth 360° Spin on GPU) */} {/* 2. Masked Spherical Interior (Clipped cleanly to sphere radius 218.5px) */} {/* 2A. Liquid Internal Glow Blob (Smooth Circular Drift) */} {/* Dynamic Internal Particles (Inside the Orb) */} {/* 2B. Central 4-Pointed Star Body */} {/* 2C. Refracting Spotlight inside the Star (Smooth Radial Shimmer) */} {/* 2D. Radiating Flare Energy Waves (Smooth Vertical Breathing) */} {/* 2E. Twin Contour Rings (Crisp Vector 360° Spin) */}
); }