# Agent Cost Flow
What one orchestrated agent run cost, drawn left to right from source strands to one bill.
## 1. Setup
// npm install framer-motion
File: components-workspace/agent-cost-flow/index.tsx · 'use client' · export default function AgentCostFlow(props: AgentCostFlowProps)
Needs Tailwind CSS v4 with a class-based dark variant, and Manrope loaded by the host app (the root names it with a system-sans fallback). No icon library, no WebGL, no images: SVG marks, absolutely positioned DOM text, one CSS stylesheet the component writes itself, and one 2D canvas for the dust at the end of the fans.
```tsx
import {
memo,
useCallback,
useEffect,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
useSyncExternalStore,
} from 'react'
import type {
CSSProperties,
KeyboardEvent as ReactKeyboardEvent,
PointerEvent as ReactPointerEvent,
RefObject,
} from 'react'
import { AnimatePresence, MotionConfig, motion, useReducedMotion } from 'framer-motion'
```
## 2. Constants
Everything above the component function, verbatim. The composition IS these numbers, so nothing here is summarised.
```tsx
/**
* Agent Cost Flow. What one orchestrated run cost, read left to right: a
* field of hair-thin strands, one per source document, bundles into a spine;
* five subagent lanes grow out of that spine; each lane sends one band into
* the bill on the right. A band leaves its bar at the height of what that
* lane READ and narrows the whole way to a slot sized by what it COST, and
* the five slots are packed into one short stack, so the picture makes the
* argument for mixed models by itself: the lane that read the most is not
* the lane that ends up widest, and the small model that did the bulk
* reading lands as a sliver next to the expensive one that only judged.
* Every number is derived from the agents array, so a caller who passes
* their own trace gets their own bill, their own clock and their own split.
* The component holds no price table: model prices move, so each lane
* carries the cost the caller worked out. The only thing that moves is the
* reading itself: glints run the strands on the left and the slot each lane
* feeds brightens as its work lands, every lane on a cadence taken from its
* own tool-call count. The bars and the bands are still on purpose, because
* a light sweeping a solid shape reads as a thing loading rather than as
* work being done. Pointing at a lane isolates it and says what it returned,
* what it cost and what it took; on the wide stage that is the whole of it,
* and only the stacked layout opens a row, on a click or a tap, to say the
* same thing. Every mark comes from one bezier
* formula and one seeded PRNG, so the picture is identical on the server and
* the client and stays correct at any agent count.
*/
/* ------------------------------------------------------------------ types */
export type AgentCostFlowTool = { name: string; tokens: number }
export type AgentCostFlowAgent = {
id: string
name: string
slice: string
model: string
sources: number
toolCalls: number
tokensRead: number
tokensReturned: number
/** How long this subagent ran, in seconds. The run's wall time is the
longest of them, because they run at the same time. */
seconds: number
/** What this subagent cost to run, in dollars. The component holds no
price table on purpose: model prices move, and a graphic carrying a
stale rate is worse than one carrying none, so the caller prices its
own run and passes the result. */
costUsd: number
tools?: AgentCostFlowTool[]
}
export type AgentCostFlowPalette = {
/** the ground the whole graphic sits on */
panel: string
/** primary type */
text: string
/** secondary type */
muted: string
/** metadata type, the smallest rank */
faint: string
/** the spine hairline */
border: string
/** the categorical series colours, cycled if there are more than five agents */
lanes: string[]
}
export type AgentCostFlowTuning = typeof AGENT_COST_FLOW_TUNING
type Pt = { x: number; y: number }
/* ------------------------------------------------------------ sample data */
/**
* A real orchestration trace: one task, five subagents running at the same
* time, each with its own context window. Sources, tool calls, tokens and
* model tier are the only quantities here, because they are the only ones a
* trace actually has.
*/
export const AGENT_COST_FLOW_AGENTS: AgentCostFlowAgent[] = [
{
id: 'docs',
name: 'Docs',
slice: 'Official docs and migration guides',
model: 'Haiku',
sources: 38,
toolCalls: 14,
tokensRead: 62000,
tokensReturned: 1200,
seconds: 62,
costUsd: 0.05,
},
{
id: 'source',
name: 'Source',
slice: 'Our repo and its dependency tree',
model: 'Sonnet',
sources: 51,
toolCalls: 22,
tokensRead: 104000,
tokensReturned: 1800,
seconds: 108,
costUsd: 0.31,
},
{
id: 'benchmarks',
name: 'Benchmarks',
slice: 'Published performance comparisons',
model: 'Haiku',
sources: 19,
toolCalls: 9,
tokensRead: 31000,
tokensReturned: 700,
seconds: 31,
costUsd: 0.03,
},
{
id: 'signals',
name: 'Signals',
slice: 'Issues, changelogs, release notes',
model: 'Sonnet',
sources: 44,
toolCalls: 17,
tokensRead: 78000,
tokensReturned: 1400,
seconds: 74,
costUsd: 0.23,
},
{
id: 'risks',
name: 'Risks',
slice: 'Breaking changes and migration cost',
model: 'Opus',
sources: 26,
toolCalls: 11,
tokensRead: 47000,
tokensReturned: 2100,
seconds: 105,
costUsd: 0.71,
},
]
/** The tools a subagent actually has. Each lane starts the cycle further along. */
const TOOL_NAMES = ['Read', 'Grep', 'Glob', 'WebFetch', 'WebSearch', 'Bash'] as const
/* -------------------------------------------------------------- palettes */
export const AGENT_COST_FLOW_DARK: AgentCostFlowPalette = {
panel: '#06060A',
text: '#EDEBE8',
muted: '#9A99A4',
faint: '#63626C',
border: '#23232C',
lanes: ['#F0A33C', '#46B6DA', '#B9D048', '#8C7BE8', '#E8697C'],
}
/**
* Light is its own design, not the dark one on a white page. Every lane hue is
* deepened until it clears 3:1 on the light ground, the strand field switches
* from screen to multiply so density still darkens rather than washes out, and
* the travelling glint becomes the lane's own colour, because a white glint is
* invisible here.
*/
export const AGENT_COST_FLOW_LIGHT: AgentCostFlowPalette = {
panel: '#F6F4F2',
text: '#17171A',
muted: '#5C5C66',
faint: '#82828C',
border: '#DFDCD8',
lanes: ['#A85C08', '#0E6F91', '#55680F', '#5442B8', '#A8263D'],
}
/** How many series colours exist; a sixth agent starts the ramp over. */
const LANE_SLOTS = 5
const laneVar = (i: number) => `var(--acf-lane-${(i % LANE_SLOTS) + 1})`
/**
* The theme is resolved in CSS, not in script. Both palettes travel on the
* root as -l and -d custom properties, and these rules pick between them, so
* the very first paint is already in the right theme, no mark ever flashes the
* wrong colour while script loads, and a preview box that sets its own theme
* moves with it. Everything below the root reads var(--acf-role) and nothing
* hard-codes a hex, which is also what lets the Studio retint the component.
*
* The hexes themselves live in exactly one place, the two palette objects
* above, so the palette props merge over them with nothing to keep in step.
* These class names have to be literal for Tailwind to see them; the values
* they point at do not.
*/
const THEME_VARS = [
'[--acf-panel:var(--acf-panel-l)] dark:[--acf-panel:var(--acf-panel-d)]',
'[--acf-text:var(--acf-text-l)] dark:[--acf-text:var(--acf-text-d)]',
'[--acf-muted:var(--acf-muted-l)] dark:[--acf-muted:var(--acf-muted-d)]',
'[--acf-faint:var(--acf-faint-l)] dark:[--acf-faint:var(--acf-faint-d)]',
'[--acf-border:var(--acf-border-l)] dark:[--acf-border:var(--acf-border-d)]',
'[--acf-lane-1:var(--acf-lane-1-l)] dark:[--acf-lane-1:var(--acf-lane-1-d)]',
'[--acf-lane-2:var(--acf-lane-2-l)] dark:[--acf-lane-2:var(--acf-lane-2-d)]',
'[--acf-lane-3:var(--acf-lane-3-l)] dark:[--acf-lane-3:var(--acf-lane-3-d)]',
'[--acf-lane-4:var(--acf-lane-4-l)] dark:[--acf-lane-4:var(--acf-lane-4-d)]',
'[--acf-lane-5:var(--acf-lane-5-l)] dark:[--acf-lane-5:var(--acf-lane-5-d)]',
// Not colours, so not palette roles: how the strand field accumulates, how
// much of it shows, and what a glint is made of on each ground.
'[--acf-blend:multiply] dark:[--acf-blend:screen]',
'[--acf-strand-op:0.62] dark:[--acf-strand-op:0.85]',
// Ribbons overlap where they leave the bar, so they are translucent; the
// light ground eats more of that than the dark one does.
'[--acf-ribbon-op:0.5] dark:[--acf-ribbon-op:0.42]',
// A glint is a strand lighting up, not a spark landing on it, so it takes
// the colour of the lane it is travelling. On the dark ground it used to be
// knocked to white, which read as a different kind of mark altogether.
'[--acf-glint:currentColor]',
'[--acf-glint-op:1]',
// The packet is light travelling inside a saturated bar, so it is the one
// mark that stays near-white on both grounds; every lane hue is deep enough
// in light mode to carry it.
'[--acf-packet:#FFFFFF]',
'[--acf-packet-op:0.9] dark:[--acf-packet-op:0.95]',
].join(' ')
/** One palette flattened onto the root under its own suffix. */
function paletteVars(p: AgentCostFlowPalette, suffix: 'l' | 'd'): Record<string, string> {
const v: Record<string, string> = {
[`--acf-panel-${suffix}`]: p.panel,
[`--acf-text-${suffix}`]: p.text,
[`--acf-muted-${suffix}`]: p.muted,
[`--acf-faint-${suffix}`]: p.faint,
[`--acf-border-${suffix}`]: p.border,
}
for (let i = 0; i < LANE_SLOTS; i += 1) {
v[`--acf-lane-${i + 1}-${suffix}`] = p.lanes[i % p.lanes.length]
}
return v
}
/* --------------------------------------------------------------- tuning */
/**
* Every number the picture is drawn from. Exported so the Studio can reach it,
* and mergeable through the `tuning` prop so a caller can too; the defaults are
* the tuned composition. Coordinates are stage pixels on a `stageWidth` by
* `stageHeight` stage that is scaled to fit its host, so the composition never
* reflows, it only gets smaller.
*/
/**
* Every number the picture is drawn from. Pass any of them through the
* `tuning` prop; the defaults are the tuned composition.
*
* FIVE LANES IS THE TUNED CASE. Past five, three things need a hand:
* `laneFirstY` and `lanePitch` place the rows and will run past `stageHeight`
* (with `contentBottom`, `spineBottom` and `strandBottom` below it) at around
* eight lanes; `outSpan`, `outMinHeight` and `outGap` share one fixed vertical
* budget for the cost stack, and once the floors add up to more than the span
* the stack stops making its argument; and the series colours come from
* `LANE_SLOTS` (5) at the top of this file, so a sixth lane starts the ramp
* over unless that constant and the theme block beside it are extended.
*/
export const AGENT_COST_FLOW_TUNING = {
/* stage */
/* The stage is wide rather than square because the picture is a journey
left to right, and a host is usually wider than it is tall: the extra
width goes into the run between the lanes and the orchestrator, which is
the part that wants a long, calm curve. */
stageWidth: 1620,
stageHeight: 900,
/* The sheet is bigger than the ink. Nothing is drawn below the floor of the
strand field or to the right of the bill's own line, so fitting the SHEET
to the host parked the picture high and to the left with the slack left
over at the bottom and the right. These are the bounds of what is actually
drawn, and they are what the host centres, with one margin all round. The
right edge allows for the line under the bill, which is the widest thing
on that side and grows with the caller's own figures. */
contentLeft: 0,
contentTop: 34,
contentRight: 1520,
contentBottom: 790,
contentMargin: 24,
/* Below this the picture stacks. The wide stage scaled into a tablet set its
12px labels at five to seven pixels, so there is no in-between layout:
under 1000 the stacked one reads at its own size. */
narrowBreakpoint: 1000,
/* header */
headerX: 48,
eyebrowY: 44,
taskY: 68,
subY: 92,
/* What a pointed lane adds, set as its own block on the centre line rather
than as another line under the task. Strung out at the left it read as a
fourth header line and the eye had to leave the lane to follow it; centred
and stacked it is one thing to look at, and it clears the spine at x=500
on both sides. It sits under the lanes, in the band between the last lane
and the floor of the strand field: up at the top it was level with the
header and read as one more header line, whichever lane it was speaking
for. It does not name the lane: the row that lit up carries the name, the
model and the colour already, and repeating them here only said the same
thing twice. It is centred on the lane column rather than on the stage,
because the stage's centre counts the bill in and the figures belong to
the bars; the pitch puts the outer two columns on the ends of the bars and
keeps every word clear of the spine at x=500. */
detailCenterX: 712,
detailLabelY: 726,
detailValueY: 754,
detailPitch: 112,
/* zone A, the strand field */
strandStartX: 0,
/* The field is held inside the band the rest of the picture lives in. Left
to the full height it filled the corners with noise and made the left
third read as the subject, which it is not. */
strandTop: 110,
strandBottom: 790,
strandJitter: 6,
strandBundleK: 0.45,
strandWidth: 0.7,
strandHotWidth: 1.1,
strandArriveHalf: 26,
/* zone B, the spine */
spineX: 500,
/* The spine ends where the field ends. Run past it, the hairline carried on
down into empty stage and read as a divider between the left of the
picture and the right, which is the opposite of its job: it is the axis
the strands bundle onto, not a rule between two columns. */
spineTop: 110,
spineBottom: 790,
spineTickLeft: 497,
spineTickRight: 504,
/* The hairline is the axis the strands bundle onto, and an axis has no ends
to announce. Cut square it drew two hard stops in empty stage; carried out
into nothing at both ends it is only where the field gathers. */
spineFade: 0.16,
/* zone C, the lanes */
laneX: 544,
laneEndX: 880,
laneFirstY: 239,
lanePitch: 98,
laneHeight: 16,
laneDotRadius: 2.5,
laneHitHeight: 56,
laneNameBaseline: -42,
laneSliceBaseline: -22,
/* zone D, the fans */
/* The band leaves the bar at the bar's own height, so bar and band read as
one continuous run of work and every pixel the band loses on the way
right is a pixel of what that lane threw away. */
fanStartX: 872,
bandStartHeight: 16,
/* The hairline is drawn ON the band's own outline, so half of it lands
outside the shape. The geometry pulls both ends in by that half, which is
why this width lives here and not only in the stylesheet: change it and
the band still ends exactly as tall as the bar and as the slot. */
bandEdgeWidth: 0.75,
fanK: 0.3,
fanWidth: 0.7,
/* Where along the stacked layout's dissolve the stroke has given out and the
dust is all that is left; the particles are born from this point on. */
fanFadeFrom: 0.68,
/* the dissolve: where the stroke gives out, the particles take over */
fanParticleBirthBias: 1.8,
fanParticleLifeMinMs: 700,
fanParticleLifeMaxMs: 2200,
fanParticleLifeBias: 2.2,
fanParticleSpeedMin: 0.012,
fanParticleSpeedMax: 0.03,
fanParticleDrift: 0.008,
fanParticleWanderPx: 3,
fanParticleWanderMs: 1400,
fanParticleMinSize: 1,
fanParticleMaxSize: 3,
fanParticleBigChance: 0.08,
fanParticleBigSize: 4,
fanParticleAlpha: 0.9,
fanParticleWhiten: 0.55,
fanParticleFalloff: 1.6,
fanParticleSteps: 12,
fanParticleBoost: 1.9,
fanParticleMaxDpr: 2.5,
sprayDimAlpha: 0.12,
narrowParticlesPerCurve: 6,
/* zone E, the orchestrator. Five lanes spread over the whole height of the
picture arrive inside one short stack, and the stack is the whole answer:
everything that came back, broken into the five parts that sent it. The
span is small on purpose, because the point of the picture is that the
five bands lose most of their height getting here. */
outLeft: 1276,
outBlockWidth: 9,
outBlockRadius: 3,
outCenterY: 435,
outSpan: 104,
outGap: 3,
outMinHeight: 9,
/* The readout the stack feeds: one number for the run, set large enough to
be the thing the eye lands on after crossing the whole picture. */
hubGap: 28,
/* Set from the number outwards. The figure is the thing being read, so its
cap height is centred on the stack it is the sum of, and the label over it
and the line under it are pushed the same distance off its own edges
rather than off its baseline, which sits low on a figure this large. */
hubEyebrowBaseline: -51,
hubValueBaseline: 25,
hubValueSize: 64,
/* The mark is a unit, not a digit, so it stands off the figure. In ems, so
it holds at whatever size the bill is set in, and wide enough to beat the
tightened tracking the figure itself carries. */
hubMarkGap: 0.09,
hubNoteBaseline: 61,
/* the small figure a band carries: what that one lane sent back. It rides
the outer side of its own curve, so it never sits on another band. */
outLabelU: 0.36,
outLabelGap: 12,
/* narrow */
narrowBandHeight: 120,
narrowSpineY: 112,
narrowRowHeight: 44,
narrowRowGap: 8,
narrowFanHeight: 120,
narrowFanCap: 10,
narrowLabelCap: 6,
narrowPacketLength: 12,
narrowBarWidth: 4,
/* the curves stop well short of the band's floor, because everything below
that line is room for the dust to fall into */
narrowFanEndFrac: 0.45,
/* motion */
strandDrawMs: 900,
strandSweepMs: 320,
strandRankMs: 0.4,
laneStartMs: 620,
laneStaggerMs: 60,
laneSpringStiffness: 300,
laneSpringDamping: 28,
fanStartMs: 1000,
fanDrawMs: 420,
ribbonDrawMs: 720,
outStartMs: 1620,
outStaggerMs: 90,
outDrawMs: 520,
headerMs: 420,
glintCount: 14,
glintBanks: 2,
glintMinMs: 2600,
glintStepMs: 130,
glintDelaySpreadMs: 5200,
glintBankMs: 6000,
glintDash: 0.04,
glintWidth: 0.9,
/* the chain --------------------------------------------------------------
One unit of work crosses the whole picture on every cycle: a glint reaches
the spine, light runs the bar and the band, one fan curve lights, and the
lane's slot brightens as the work lands. The stage marks below are fractions of one
cycle, so a lane that runs faster runs every stage of its chain faster and
no two lanes ever move at the same speed. */
chainRefMs: 4200,
chainMinMs: 4200,
chainMaxMs: 9000,
chainStartMs: 1400,
chainGlintEnd: 0.37,
chainGlintDash: 0.11,
chainGlintWidth: 1.2,
chainPacketStart: 0.4,
chainPacketEnd: 0.64,
/* The stages are cut to the LENGTH of what the light crosses, so it moves
at one speed the whole way: roughly 500px of strands, then 330 of bar,
then 280 of band, then the block. Hand-picked stage marks made it sprint
the field and crawl the bar. */
chainFanStart: 0.64,
chainFanEnd: 0.85,
chainFanBanks: 3,
chainOutStart: 0.84,
/* The last leg. Everything before it answers "what did this lane do";
this one answers "what did it cost", so it runs from the lane's own
block into the total and is absorbed there. It starts after the block
has lit, so the landing is read before the money leaves it. */
chainBillStart: 0.78,
billMarkRadius: 2.6,
/* The run itself, in figures. Nothing on the picture starts at zero: a trace
is opened on a run already under way, so every number begins at a low
reading and is carried up by the same half minute. Tokens are READ, so they
come in fast and flatten; the money is owed for what comes back, so it
climbs the whole way and only lands at the end. One fraction per kind drives
every figure of that kind, which is what keeps the five lane bills adding up
to the total on the right at every moment of the run, not just at the end. */
runFillMs: 30000,
runFillFloor: 0.18,
runTokenPower: 3.2,
runCostPower: 1.9,
/* Probing a single mark, and the two halves of it are not the same length.
Answering the pointer has to keep up with the pointer: a sweep across the
five lanes at 300 left every lane still coming up as the pointer reached
the next one, which is the picture lagging behind the hand. Coming back to
rest has nothing to keep up with, so the field settles over the long one
instead of snapping straight back to full. */
hoverInMs: 100,
hoverMs: 300,
/* The rows are 56px tall and sit 98px apart, so a pointer crossing from one
to the next spends a moment on neither. Without a grace period the whole
picture starts coming back up in that moment and dims again straight
after, which is what a fast sweep read as. The hold outlasts the crossing
and any lane entered inside it takes over with no flash between. */
hoverHoldMs: 180,
focusMs: 420,
arcStaggerMs: 12,
}
/* -------------------------------------------------------------- helpers */
/** Deterministic noise. Math.random at render time is a hydration bug. */
function mulberry32(seed: number): () => number {
let a = seed >>> 0
return () => {
a = (a + 0x6d2b79f5) >>> 0
let t = Math.imul(a ^ (a >>> 15), 1 | a)
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
}
}
/** FNV-1a over the agent rows, so the same trace always draws the same picture. */
function hashSeed(s: string): number {
let h = 2166136261
for (let i = 0; i < s.length; i += 1) {
h ^= s.charCodeAt(i)
h = Math.imul(h, 16777619)
}
return h >>> 0
}
const round1 = (n: number) => Math.round(n * 10) / 10
const clamp = (n: number, lo: number, hi: number) => Math.max(lo, Math.min(hi, n))
/**
* The one curve in the component. A cubic with horizontal tangents at both
* ends: each handle sits a fraction k of the horizontal run inside its end, so
* the mass leaves and arrives near parallel and reads like combed hair. Around
* 0.45 combs tight, around 0.30 splays loose.
*/
function bezH(a: Pt, b: Pt, k: number): string {
const dx = b.x - a.x
return `M ${round1(a.x)} ${round1(a.y)} C ${round1(a.x + k * dx)} ${round1(a.y)} ${round1(b.x - k * dx)} ${round1(b.y)} ${round1(b.x)} ${round1(b.y)}`
}
/**
* The same cubic as bezH, drawn as a band. Both edges are that curve offset by
* a half-width, and each end carries its own, so a band can leave the bar at
* the bar's own height and open onto the block it came back with.
*/
function ribbonH(a: Pt, b: Pt, halfA: number, halfB: number, k: number): string {
const dx = b.x - a.x
const c1 = round1(a.x + k * dx)
const c2 = round1(b.x - k * dx)
const ax = round1(a.x)
const bx = round1(b.x)
const aT = round1(a.y - halfA)
const aB = round1(a.y + halfA)
const bT = round1(b.y - halfB)
const bB = round1(b.y + halfB)
return (
`M ${ax} ${aT} C ${c1} ${aT} ${c2} ${bT} ${bx} ${bT} ` +
`L ${bx} ${bB} C ${c2} ${bB} ${c1} ${aB} ${ax} ${aB} Z`
)
}
/**
* The same cubic as bezH, evaluated rather than written out. The particle
* layer needs points along the tail of a curve, and they have to come from
* the identical formula or the spray would leave the line it is dissolving.
*/
function bezHAt(a: Pt, b: Pt, k: number, u: number): Pt {
const dx = b.x - a.x
const c1 = { x: a.x + k * dx, y: a.y }
const c2 = { x: b.x - k * dx, y: b.y }
const m = 1 - u
const w0 = m * m * m
const w1 = 3 * m * m * u
const w2 = 3 * m * u * u
const w3 = u * u * u
return {
x: w0 * a.x + w1 * c1.x + w2 * c2.x + w3 * b.x,
y: w0 * a.y + w1 * c1.y + w2 * c2.y + w3 * b.y,
}
}
/**
* A slot in the stack: square where the band arrives and rounded where the
* run ends, because the left edge is not an edge. An SVG rect rounds all four
* corners or none, so the shape is written out.
*/
function slotD(x: number, y: number, w: number, h: number, radius: number): string {
const r = clamp(radius, 0, Math.min(w, h / 2))
return `M${round1(x)} ${round1(y)}H${round1(x + w - r)}A${r} ${r} 0 0 1 ${round1(x + w)} ${round1(y + r)}V${round1(y + h - r)}A${r} ${r} 0 0 1 ${round1(x + w - r)} ${round1(y + h)}H${round1(x)}Z`
}
/** The same curve turned ninety degrees, for the narrow layout's bands. */
function bezV(a: Pt, b: Pt, k: number): string {
const dy = b.y - a.y
return `M ${round1(a.x)} ${round1(a.y)} C ${round1(a.x)} ${round1(a.y + k * dy)} ${round1(b.x)} ${round1(b.y - k * dy)} ${round1(b.x)} ${round1(b.y)}`
}
/** bezV evaluated, for the narrow layout's downward spray. */
function bezVAt(a: Pt, b: Pt, k: number, u: number): Pt {
const dy = b.y - a.y
const c1 = { x: a.x, y: a.y + k * dy }
const c2 = { x: b.x, y: b.y - k * dy }
const m = 1 - u
const w0 = m * m * m
const w1 = 3 * m * m * u
const w2 = 3 * m * u * u
const w3 = u * u * u
return {
x: w0 * a.x + w1 * c1.x + w2 * c2.x + w3 * b.x,
y: w0 * a.y + w1 * c1.y + w2 * c2.y + w3 * b.y,
}
}
const TAU = Math.PI * 2
/** #rgb, #rrggbb or rgb()/rgba() to three channels; anything else stays dark. */
function readRgb(raw: string): [number, number, number] {
const s = raw.trim()
if (s.startsWith('#')) {
const h = s.slice(1)
if (h.length === 3) return [parseInt(h[0] + h[0], 16), parseInt(h[1] + h[1], 16), parseInt(h[2] + h[2], 16)]
if (h.length >= 6) return [parseInt(h.slice(0, 2), 16), parseInt(h.slice(2, 4), 16), parseInt(h.slice(4, 6), 16)]
}
const m = s.match(/-?\d+(\.\d+)?/g)
if (m && m.length >= 3) return [Number(m[0]), Number(m[1]), Number(m[2])]
return [128, 128, 128]
}
/** 178 stays "178", 62000 becomes "62k", 1200 becomes "1.2k". */
function fmtK(n: number): { num: string; unit: string } {
if (n < 1000) return { num: String(Math.round(n)), unit: '' }
const v = n / 1000
return { num: v < 10 ? v.toFixed(1) : String(Math.round(v)), unit: 'k' }
}
const fmtKs = (n: number) => {
const f = fmtK(n)
return f.num + f.unit
}
/** Money is always two places, because a run that cost four cents is a real
answer and "$0" is not. */
const fmtUsd = (n: number) => `$${n.toFixed(2)}`
/** The bill's own figure: the dollar sign beside it is drawn on its own. */
const fmtCents = (n: number) => n.toFixed(2)
/** A plain figure at a fixed scale, for the blocks that carry their own unit. */
const fmtFixed = (scale: number, decimals: number) => (v: number) => (v / scale).toFixed(decimals)
/** 62 stays "62s", 108 becomes "1m 48s", 120 becomes "2m". */
function fmtDur(total: number): string {
const n = Math.max(0, Math.round(total))
if (n < 60) return `${n}s`
const m = Math.floor(n / 60)
const r = n % 60
return r === 0 ? `${m}m` : `${m}m ${r}s`
}
/** Split a total across n calls with seeded variation, landing exactly on the total. */
function distribute(total: number, n: number, rnd: () => number): number[] {
if (n <= 0) return []
const w = Array.from({ length: n }, () => 0.6 + rnd() * 0.8)
const sum = w.reduce((s, v) => s + v, 0)
const out = w.map((v) => Math.max(1, Math.round((total * v) / sum)))
let diff = total - out.reduce((s, v) => s + v, 0)
let i = 0
while (diff !== 0 && i < n * 8) {
const k = i % n
const step = diff > 0 ? 1 : -1
if (out[k] + step >= 1) {
out[k] += step
diff -= step
}
i += 1
}
return out
}
/** useLayoutEffect warns during server rendering; the count-up only matters in a browser. */
const useIsoLayout = typeof window === 'undefined' ? useEffect : useLayoutEffect
/* ----------------------------------------------------------- the model */
type Strand = { d: string; delay: number; startY: number; endY: number }
/** One tool call: what it was, and what it read. */
type Call = { name: string; tokens: number }
/**
* What a lane came back with: one block in the outcome column, the band that
* flows into it, and the path its cost rides from the band into the total.
*/
type Outcome = { y: number; h: number; ribbonD: string; billD: string; label: Pt; labelAbove: boolean }
/** A lane's own cadence: how often one unit of work crosses the picture. */
type Chain = { cycleMs: number; phaseMs: number; glintD: string; fanPicks: number[] }
type Lane = {
agent: AgentCostFlowAgent
index: number
y: number
strands: Strand[]
calls: Call[]
out: Outcome
chain: Chain
}
type Model = {
lanes: Lane[]
totals: {
sources: number
toolCalls: number
tokensRead: number
tokensReturned: number
/** what the whole run cost */
cost: number
/** the longest lane, because they ran at the same time */
wall: number
/** every lane added up: the same reading one agent at a time */
serial: number
}
}
function buildModel(agents: AgentCostFlowAgent[], t: AgentCostFlowTuning): Model {
const L = agents.length
const rnd = mulberry32(hashSeed(agents.map((a) => `${a.id}:${a.sources}:${a.toolCalls}`).join('|')))
const totalSources = agents.reduce((s, a) => s + a.sources, 0)
const n = Math.max(1, totalSources)
/* Which lane owns each strand, interleaved round robin by share, so the left
edge reads as one mixed field and only the spine reads as sorted groups. */
const share = agents.map((a) => a.sources / n)
const acc = share.slice()
const owner: number[] = []
for (let i = 0; i < totalSources; i += 1) {
let best = 0
for (let j = 1; j < L; j += 1) if (acc[j] > acc[best]) best = j
owner.push(best)
acc[best] -= 1
for (let j = 0; j < L; j += 1) acc[j] += share[j]
}
const laneY = (i: number) => t.laneFirstY + i * t.lanePitch
const seen = agents.map(() => 0)
const strandsByLane: Strand[][] = agents.map(() => [])
const spanY = t.strandBottom - t.strandTop
owner.forEach((k, i) => {
const y0 = t.strandTop + (spanY * (i + 0.5)) / n + (rnd() * 2 - 1) * t.strandJitter
const m = seen[k]
seen[k] += 1
const half = t.strandArriveHalf
const y1 = laneY(k) - half + (2 * half * (m + 0.5)) / Math.max(1, agents[k].sources)
strandsByLane[k].push({
d: bezH({ x: t.strandStartX, y: y0 }, { x: t.spineX, y: y1 }, t.strandBundleK),
delay: (y0 / t.stageHeight) * t.strandSweepMs + i * t.strandRankMs,
startY: y0,
endY: y1,
})
})
/* Tool calls. One curve each, and every fan gets the identical half-spread
and the identical arc, so the only thing that differs between the five is
how many curves are packed into the same shape. */
const rawCalls = agents.map((a, k) => {
const count = Math.max(0, Math.round(a.toolCalls))
const tokens = distribute(a.tokensRead, count, rnd)
return Array.from({ length: count }, (_, i) => {
const given = a.tools?.[i]
return {
name: given?.name ?? TOOL_NAMES[(i + k) % TOOL_NAMES.length],
tokens: given?.tokens ?? tokens[i],
}
})
})
/* The busiest lane sets the reference cadence and every other lane's cycle
is that reference divided by its share of the tool calls, so the rate a
lane sends work at is its own number, never a hand-picked one. */
const maxCalls = Math.max(1, ...agents.map((a) => a.toolCalls))
const lanes: Lane[] = agents.map((a, k) => {
const y = laneY(k)
const calls = rawCalls[k]
const count = calls.length
const cycleMs = Math.round(
clamp((t.chainRefMs * maxCalls) / Math.max(1, a.toolCalls), t.chainMinMs, t.chainMaxMs),
)
const phaseMs = Math.round(rnd() * cycleMs)
const built: Call[] = calls.map((c) => ({ name: c.name, tokens: c.tokens }))
/* Which strand carries this lane's chain glint, and which fan curves take
turns lighting; one per cycle, rotating, so the fan never looks scripted. */
const strands = strandsByLane[k]
const banks = Math.max(1, Math.round(t.chainFanBanks))
const chain: Chain = {
cycleMs,
phaseMs,
glintD: strands.length ? strands[Math.floor(rnd() * strands.length)].d : '',
fanPicks: Array.from({ length: banks }, (_, b) =>
count > 0 ? Math.min(count - 1, Math.floor(((b + 0.5) / banks) * count)) : 0,
),
}
// the band and the block are laid out once all five heights are known
const out: Outcome = { y, h: 0, ribbonD: '', billD: '', label: { x: 0, y: 0 }, labelAbove: true }
return { agent: a, index: k, y, strands, calls: built, out, chain }
})
/* The cost stack, sized by what each lane cost and centred as one block,
so five lanes spread over the height of the picture arrive inside
something far shorter. Each band leaves its bar at the height of what
that lane READ and narrows to the slot of what it COST, which is the
whole argument for mixed models drawn rather than described: the lane
that read the most is not the lane that ends up widest. */
const spend = Math.max(1e-9, agents.reduce((sum, a) => sum + a.costUsd, 0))
const room = Math.max(1, t.outSpan - Math.max(0, lanes.length - 1) * t.outGap)
/* Every slot gets a floor first, so the quietest lane is still a mark and
not a line, and what is left over is split by share. */
const floor = Math.min(t.outMinHeight, room / Math.max(1, lanes.length))
const spare = room - floor * lanes.length
const heights = lanes.map((l) => round1(floor + spare * (l.agent.costUsd / spend)))
const stackH = heights.reduce((s, h) => s + h, 0) + Math.max(0, lanes.length - 1) * t.outGap
let top = t.outCenterY - stackH / 2
lanes.forEach((l, k) => {
const h = heights[k]
const cy = round1(top + h / 2)
const a: Pt = { x: t.fanStartX, y: l.y }
const b: Pt = { x: t.outLeft, y: cy }
/* Half the hairline sits outside the path, so both ends are pulled in by
it: painted, the band leaves at exactly the bar's height and lands at
exactly the slot's, instead of overhanging both by a hair. */
const edge = t.bandEdgeWidth / 2
const startHalf = Math.max(0, t.bandStartHeight / 2 - edge)
const endHalf = Math.max(0, h / 2 - edge)
const u = clamp(t.outLabelU, 0, 1)
const mid = bezHAt(a, b, t.fanK, u)
/* Above when the band is on its way down, below when it is on its way up:
the figure always sits on the outside of the bend, never on a neighbour. */
const above = cy >= l.y
const halfAt = startHalf + (endHalf - startHalf) * u + edge
/* The last leg: the lane's cost leaves its own figure on the band, rides
the band's centre line down to the stack, and gives out as it lands.
Sampled from the same bezier the band is drawn from, so the mark is
inside the shape it is travelling for every frame of it and stops where
the shape does. Carried on to the number it once read as a mark loose on
the stage, which is the one place it does not belong. */
const steps = 12
const runPts: string[] = []
for (let i = 0; i <= steps; i += 1) {
const uu = u + (1 - u) * (i / steps)
const pt = bezHAt(a, b, t.fanK, uu)
runPts.push(`${round1(pt.x)} ${round1(pt.y)}`)
}
l.out = {
y: cy,
h,
ribbonD: ribbonH(a, b, startHalf, endHalf, t.fanK),
billD: `M ${runPts.join(' L ')}`,
label: {
x: round1(mid.x),
y: round1(mid.y + (above ? -1 : 1) * (halfAt + t.outLabelGap)),
},
labelAbove: above,
}
top += h + t.outGap
})
const tokensRead = agents.reduce((s, a) => s + a.tokensRead, 0)
const tokensReturned = agents.reduce((s, a) => s + a.tokensReturned, 0)
return {
lanes,
totals: {
sources: totalSources,
toolCalls: agents.reduce((s, a) => s + a.toolCalls, 0),
tokensRead,
tokensReturned,
cost: agents.reduce((s, a) => s + a.costUsd, 0),
wall: agents.reduce((s, a) => Math.max(s, a.seconds), 0),
serial: agents.reduce((s, a) => s + a.seconds, 0),
},
}
}
/* -------------------------------------------------------------- styles */
/**
* The component's own stylesheet. Two jobs, both of them things React must not
* do here. The idle motion is pure CSS driven by per-element custom
* properties, so nothing re-renders per frame. The dimming reads one attribute
* on the stage, so pointing at a lane changes one string and never touches the
* 178 strand nodes underneath it.
*/
function styleSheet(laneCount: number, t: AgentCostFlowTuning): string {
/* Stage marks are fractions of one cycle, so one set of keyframes serves
every lane and only the duration and the phase change per element. */
const pc = (f: number) => `${round1(clamp(f, 0, 1) * 100)}%`
const EASE_OUT = 'cubic-bezier(0.16,0.84,0.3,1)'
/** A bright dash that runs one path between two fractions of the cycle. */
const glide = (name: string, from: number, to: number) => {
const span = Math.max(0.02, to - from)
const stops: string[] = [`0%{stroke-dashoffset:var(--acf-g0);opacity:0}`]
if (from > 0.001) stops.push(`${pc(from)}{stroke-dashoffset:var(--acf-g0);opacity:0}`)
stops.push(
`${pc(from + span * 0.1)}{opacity:1}`,
`${pc(to - span * 0.16)}{opacity:1}`,
`${pc(to)}{stroke-dashoffset:var(--acf-g1);opacity:0}`,
`100%{stroke-dashoffset:var(--acf-g1);opacity:0}`,
)
return `@keyframes ${name}{${stops.join('')}}`
}
const A = t.chainPacketStart
const B = t.chainPacketEnd
const dim: string[] = []
for (let i = 0; i < laneCount; i += 1) {
dim.push(
`.acf-stage[data-hot='${i}'] .acf-gl:not([data-lane='${i}']){opacity:.12}`,
`.acf-stage[data-hot='${i}'] .acf-sg[data-lane='${i}'] .acf-strand{stroke-width:var(--acf-strand-hot)}`,
/* A dimmed shape reads as background; a dimmed moving mark still reads
as a second thing happening. So the marks that TRAVEL - the ambient
glints and each lane's chain glint - fade out while one lane is
pointed at, and only that lane's own are left running. Faded, never
display:none: display would restart the very animation that drives
them, so every return from a hover popped. */
`.acf-stage[data-hot='${i}'] .acf-bank:not([data-lane='${i}']){opacity:0}`,
`.acf-stage[data-hot='${i}'] .acf-cgg:not([data-lane='${i}']){opacity:0}`,
`.acf-stage[data-hot='${i}'] .acf-bm:not([data-lane='${i}']){opacity:0}`,
)
}
return `
.acf-strands{mix-blend-mode:var(--acf-blend);opacity:var(--acf-strand-op)}
.acf-strand{fill:none;stroke-width:var(--acf-strand-w);stroke-dasharray:1}
/* The band is translucent so the bands behind it stay readable where they
crowd together, and it carries a hairline of its own colour so the edge
stays drawn instead of dissolving into the one next to it. */
.acf-ribbon{fill-opacity:var(--acf-ribbon-op);stroke-width:${t.bandEdgeWidth};stroke-opacity:calc(var(--acf-ribbon-op) * 1.25);transition:fill-opacity var(--acf-hover-ms) var(--acf-hover-ease)}
.acf-fanline{fill:none;stroke-width:var(--acf-fan-w);stroke-dasharray:1;stroke-opacity:0}
.acf-glint{fill:none;stroke:var(--acf-glint);opacity:var(--acf-glint-op);stroke-linecap:round}
/* The hover is one opacity cross-fade and nothing else. It used to drop a
saturate() filter on the dimmed lanes at the same time: easing that filter
over a group this deep re-rasterises the whole field on every frame, and
landing it at once put a step in the middle of a fade. Without it the lanes
keep their own colour as they go faint, and the whole change is one curve.
That curve is its own ease, not the stage's: the display ease starts fast
and is right for something arriving, wrong for a field settling. */
.acf-gl{transition:opacity var(--acf-hover-ms) var(--acf-hover-ease)}
.acf-bank{transition:opacity var(--acf-hover-ms) var(--acf-hover-ease)}
.acf-strand{transition:stroke-width var(--acf-hover-ms) var(--acf-hover-ease)}
${dim.join('\n')}
/* While a lane is pointed at, every change is an answer to the pointer and
runs on the short duration: entering the picture, and switching from one
lane to the next, which is the same move without the gap. The long one is
left for the one change nothing is waiting on, the field coming back up
after the pointer has gone. */
.acf-stage[data-hot] .acf-gl,
.acf-stage[data-hot] .acf-bank,
.acf-stage[data-hot] .acf-strand,
.acf-stage[data-hot] .acf-ribbon{transition-duration:var(--acf-hover-in-ms)}
/* the spine reads the whole field at once */
.acf-stage[data-spine] .acf-strand{stroke-width:var(--acf-strand-hot)}
.acf-stage[data-spine] .acf-tg{opacity:1}
.acf-out{animation:acf-fadein var(--acf-out-ms) ${EASE_OUT} var(--acf-d) both,acf-land var(--acf-cycle) linear var(--acf-phase) infinite}
.acf-outlabel{animation:acf-fadein var(--acf-out-ms) ${EASE_OUT} var(--acf-d) both}
/* the two blocks that only ever arrive: no exit, so no JS */
.acf-fadein{animation:acf-fadein var(--acf-fade-ms) ${EASE_OUT} var(--acf-d) both}
/* the packet of work travelling a lane, used by the narrow layout */
.acf-packet{border-radius:9999px;background:var(--acf-packet);opacity:0;pointer-events:none;will-change:transform}
@keyframes acf-draw{from{stroke-dashoffset:1}to{stroke-dashoffset:0}}
@keyframes acf-glide{from{stroke-dashoffset:var(--acf-g0)}to{stroke-dashoffset:var(--acf-g1)}}
@keyframes acf-bank{0%{visibility:visible}50%{visibility:hidden}100%{visibility:hidden}}
@keyframes acf-fadein{from{opacity:0}to{opacity:1}}
/* the band is extruded from the bar's tip rather than faded in, which is the
same direction everything else in the picture travels */
@keyframes acf-ribbonin{from{transform:scaleX(0);opacity:0}to{transform:scaleX(1);opacity:1}}
${glide('acf-cglide', 0, t.chainGlintEnd)}
@keyframes acf-pktv-move{0%{transform:translateY(0)}${pc(A)}{transform:translateY(0);animation-timing-function:${EASE_OUT}}${pc(B)}{transform:translateY(var(--acf-run))}100%{transform:translateY(var(--acf-run))}}
@keyframes acf-pkt-fade{0%{opacity:0}${pc(A)}{opacity:0}${pc(A + (B - A) * 0.12)}{opacity:var(--acf-packet-op)}${pc(B - (B - A) * 0.18)}{opacity:var(--acf-packet-op)}${pc(B)}{opacity:0}100%{opacity:0}}
/* the landing: the block brightens as the glint in its band reaches it,
which is the only motion in the column once it is on screen */
@keyframes acf-land{0%{fill-opacity:.7}${pc(t.chainOutStart)}{fill-opacity:.7}${pc(t.chainOutStart + 0.03)}{fill-opacity:1}${pc(Math.min(1, t.chainOutStart + 0.14))}{fill-opacity:.7}100%{fill-opacity:.7}}
.acf-strand{animation:acf-draw var(--acf-draw-ms) cubic-bezier(0.22,1,0.36,1) var(--acf-d) both}
.acf-fanline{animation:acf-draw var(--acf-fan-ms) cubic-bezier(0.22,1,0.36,1) var(--acf-d) both}
.acf-ribbon{transform-box:fill-box;transform-origin:left center;animation:acf-ribbonin var(--acf-ribbon-ms) ${EASE_OUT} var(--acf-d) both}
.acf-glint{animation:acf-glide var(--acf-gd) linear var(--acf-gdelay) infinite}
.acf-bank{animation:acf-bank var(--acf-bank-ms) step-end var(--acf-bank-delay) infinite}
.acf-cglint{fill:none;stroke-linecap:round;opacity:0;animation:acf-cglide var(--acf-cycle) linear var(--acf-phase) infinite}
/* the lane's cost travelling the last gap into the total. One shared
keyframe; each lane carries its own delta, so five different distances
converge on one point and arrive on their own cycles rather than
together, which is what five agents billing separately looks like. */
@keyframes acf-billrun{0%{opacity:0;offset-distance:0%}${pc(t.chainBillStart)}{opacity:0;offset-distance:0%}${pc(t.chainBillStart + 0.03)}{opacity:1}${pc(0.93)}{opacity:1}100%{opacity:0;offset-distance:100%}}
.acf-bm{offset-path:var(--acf-run);offset-rotate:0deg;offset-distance:0%;opacity:0;animation:acf-billrun var(--acf-cycle) linear var(--acf-phase) infinite;filter:drop-shadow(0 0 3px var(--acf-glint))}
/* the glow is what turns a short bright segment into a light rather than a
dash; it costs one filter on the handful of marks that carry the chain */
.acf-glint,.acf-cglint{filter:drop-shadow(0 0 3px var(--acf-glint))}
/* No fade on the packet: it is already invisible before it arrives and after it
leaves, and a fade on top of that is what made the hand-off blink. */
.acf-packet-v{animation:acf-pktv-move var(--acf-cycle) linear var(--acf-phase) infinite,acf-pkt-fade var(--acf-cycle) linear var(--acf-phase) infinite}
[data-acf-off] *{animation-play-state:paused}
@media (prefers-reduced-motion: reduce){
.acf-strand,.acf-fanline{animation:none;stroke-dashoffset:0}
.acf-glint,.acf-bank,.acf-cglint,.acf-packet,.acf-packet-v,.acf-bm{display:none}
.acf-out,.acf-outlabel,.acf-fadein{animation:none;opacity:1}
.acf-ribbon{animation:none;transform:none}
.acf-gl,.acf-strand,.acf-out,.acf-fanline,.acf-ribbon{transition:none}
}
`
}
/* ------------------------------------------------------- the dissolve */
/** One curve the spray comes off, in stage coordinates. */
type SprayCurve = { a: Pt; b: Pt; lane: number; call: number }
/** What the canvas needs to know about a lane's chain, to flare with it. */
type SprayChain = { cycleMs: number; phaseMs: number; picks: number[] }
type SprayBox = { left: number; top: number; width: number; height: number }
type Particle = {
lane: number
call: number
bx: number
by: number
vx: number
vy: number
life: number
age: number
size: number
phase: number
amp: number
}
/** The three speeds the figures move at: what was read, what it cost, how long. */
type RunFill = { tokens: number; cost: number; time: number }
const RUN_FILL_DONE: RunFill = { tokens: 1, cost: 1, time: 1 }
type RunSubscribe = (fn: (f: RunFill) => void) => () => void
/**
* @typedef {object} AgentCostFlowProps
* @property {string} [task='Evaluate migrating the app to a new framework'] The one task the orchestrator decomposed.
* @property {string} [eyebrow='ORCHESTRATOR TRACE'] The small letter-spaced caps line above the task.
* @property {AgentCostFlowAgent[]} [agents=AGENT_COST_FLOW_AGENTS] One row per subagent; every total in the graphic is derived from this array.
* @property {number | null} [initialAgent=null] Index of the lane lit when the picture opens, or null for the rest state.
* @property {(id: string | null, index: number | null) => void} [onAgentChange] Called with the agent id and index as the lit lane changes, and with nulls when none is lit.
* @property {string} [elapsedParallel] Overrides the run's wall clock, which is otherwise the longest subagent, since they run at the same time. Printed in the stacked layout only.
* @property {string} [elapsedSerial] Overrides the serial clock, which is otherwise every subagent's time added up: the same reading done one agent at a time. Printed in the stacked layout only.
* @property {boolean} [showOutcome=true] Whether the outcome column, one block and label per subagent, is drawn at the right edge.
* @property {'auto' | 'wide' | 'narrow'} [layout='auto'] Force the wide stage or the stacked layout instead of measuring the host.
* @property {Partial<AgentCostFlowPalette>} [paletteDark] Colour overrides for the dark theme, merged over AGENT_COST_FLOW_DARK.
* @property {Partial<AgentCostFlowPalette>} [paletteLight] Colour overrides for the light theme, merged over AGENT_COST_FLOW_LIGHT.
* @property {Partial<AgentCostFlowTuning>} [tuning] Geometry and timing overrides, merged over AGENT_COST_FLOW_TUNING.
* @property {string} [className] Extra classes merged onto the root element.
*/
export type AgentCostFlowProps = {
task?: string
eyebrow?: string
agents?: AgentCostFlowAgent[]
initialAgent?: number | null
onAgentChange?: (id: string | null, index: number | null) => void
elapsedParallel?: string
elapsedSerial?: string
showOutcome?: boolean
layout?: 'auto' | 'wide' | 'narrow'
paletteDark?: Partial<AgentCostFlowPalette>
paletteLight?: Partial<AgentCostFlowPalette>
tuning?: Partial<AgentCostFlowTuning>
className?: string
}
/** One mark the visitor is pointing at, tabbed to, or has tapped. */
const noSubscribe = () => () => {}
const CAPS = (tracking: string): CSSProperties => ({
textTransform: 'uppercase',
letterSpacing: tracking,
fontWeight: 600,
})
```State
- every hook, handler, effect and disposal
- the animation loop, frame by frame
Tree
- the JSX, every className and inline style
Why · Remix · Check
- the mechanism, the tuning points, the checks
Unlock Agent Cost Flow
The full source and the remix prompt ship with Premium.