## Overview
Organic Carousel is a 3D card slider built on Three.js and tuned to feel physical. Each card is real geometry — a 48×48 vertex mesh with per-vertex distortion, corner-weighted wobble, and spring-based drag momentum. Nothing is faked with shadows or flat image tricks. Every bend, every flex, every piece of depth you see is actual geometry responding in real time.
Built to drop into hero sections, editorial layouts, testimonial walls, or anywhere you want an interaction with presence. Fully responsive, fully customizable, and tuned to feel right the moment you install it.
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## Key Features
Real 3D vertex distortion
Every card is a plane mesh with displacement driven by multiple noise octaves, ridge folds, and corner curls. The result is a sculpted organic surface that reads as a living object — not as a bent image.
Continuous idle animation
Each card subtly breathes between two baked distortion states, cross-blending on a slow sine cycle. Cards never look static, even when the carousel is at rest.
Spring-mass wobble physics
When you drag a card, a lagging shadow position follows the real position through a spring. The difference drives per-vertex bending weighted toward the corners, so cards flex and settle with real momentum — not a canned animation. Fast flicks bend further. Sudden stops overshoot and oscillate briefly before settling.
Continuous multi-card drag
Drag past multiple cards in a single motion. The scroll position is a float that follows your finger directly, with velocity-based snap on release. Flick hard to skip several cards, drag gently for precise control.
Depth-aware slot layout
Cards sit in fixed world-space slots: center, first side, second side, and outward. Each slot has its own position, rotation, and depth, so cards visibly recede into the scene as they move away from center. Cards beyond the visible range fly outward off-screen instead of stacking.
Pop-forward transition arc
As a card moves between center and the first side slot, it arcs slightly toward the camera before settling — the breathing motion that gives the carousel real dept