Glossy beads slide along five threads twisted into a slow braid. Faster tokens pull the beads quicker and thicker along every strand until they blur into streaks.
Also known as: braided bead strands, beads on a string.
A canvas and a module script, nothing to install. Set canvas.dataset.tps from your stream, or call
canvas.token() once per token.
<canvas id="shader-beads-on-threads" data-tps="140" data-color="#f472b6" style="display:block;width:100%;height:240px;border-radius:12px"></canvas>
<script type="module">
// Set canvas.dataset.tps from your stream, or call canvas.token() per token.
const canvas = document.getElementById("shader-beads-on-threads");
const gl = canvas.getContext("webgl2", { alpha: false, antialias: false });
const fragment = `#version 300 es
precision highp float;
uniform vec3 iResolution;
uniform float iTime;
uniform float uTokens;
uniform float uTps;
uniform vec3 uColor;
out vec4 outColor;
#define TAU 6.28318530718
uint hu(uint x) { x ^= x >> 16u; x *= 0x7feb352du; x ^= x >> 15u; x *= 0x846ca68bu; x ^= x >> 16u; return x; }
float hf(uint x) { return float(hu(x) >> 8u) * (1.0 / 16777216.0); }
float h1(float a) { return hf(uint(int(floor(a)))); }
float h2(vec2 a) { ivec2 i = ivec2(floor(a)); return hf(uint(i.x) * 0x27d4eb2du ^ hu(uint(i.y) + 0x9e3779b9u)); }
float h3(vec3 a) { ivec3 i = ivec3(floor(a)); return hf(uint(i.x) * 0x27d4eb2du ^ hu(uint(i.y) * 0x165667b1u ^ hu(uint(i.z) + 0x9e3779b9u))); }
float segd(vec2 p, vec2 a, vec2 b, out float t) {
vec2 pa = p - a, ba = b - a;
t = clamp(dot(pa, ba) / max(dot(ba, ba), 1e-9), 0.0, 1.0);
return length(pa - ba * t);
}
vec3 tone(vec3 c) { return 1.0 - exp(-c); }
float dither(vec2 f) { return (h2(f) - 0.5) / 255.0; }
// 0 at idle, about 0.23 at 15 tok/s, 0.46 at 60, 0.7 at 200, 1 at 800
float energy() { return clamp(log2(1.0 + max(uTps, 0.0) / 8.0) / log2(101.0), 0.0, 1.0); }
float threadY(float x, float phj, float t, float vib, float fj) {
float A = 0.24 + 0.03 * sin(x * 0.7 + t * 0.2);
return A * sin(2.4 * x - phj + t * 0.25) + vib * sin(x * 13.0 - t * 4.0 + fj * 2.0);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float px = 1.0 / iResolution.y;
float e = energy();
float tk = mod(uTokens, 32768.0);
float it = mod(iTime, 16384.0);
float t = mod(iTime, 6000.0);
float vib = 0.004 + 0.012 * e;
const float C = 0.11;
vec3 Ld = normalize(vec3(-0.5, 0.65, 0.6));
vec3 col = vec3(0.004, 0.004, 0.008) + uColor * 0.035 * exp(-uv.y * uv.y / 0.06) * (0.6 + 0.6 * e);
float frontZ = -9.0;
vec3 frontC = vec3(0.0);
float frontA = 0.0;
for (int j = 0; j < 5; j++) {
float fj = float(j);
float phj = fj * TAU / 5.0;
vec3 tint = mix(uColor, uColor.yzx, 0.12 * fj / 4.0);
// the thread itself
float A = 0.24 + 0.03 * sin(uv.x * 0.7 + t * 0.2);
float arg = 2.4 * uv.x - phj + t * 0.25;
float yc = threadY(uv.x, phj, t, vib, fj);
float slope = A * 2.4 * cos(arg) + vib * 13.0 * cos(uv.x * 13.0 - t * 4.0 + fj * 2.0);
float z = cos(arg);
float dl = abs(uv.y - yc) * inversesqrt(1.0 + slope * slope);
float lw = 0.0009 * (1.0 + 0.5 * z);
col += tint * (smoothstep(lw + px, lw - px, dl) * 0.32 + exp(-dl / 0.012) * 0.05) * (0.45 + 0.35 * z);
// beads strung on it
float n = 6.0 + mod(fj * 3.0, 4.0);
float scroll = tk * n / 128.0 + it * n / 64.0;
float vel = max(uTps, 0.0) * n / 128.0 + n / 64.0;
float st = clamp(vel / 40.0, 0.0, 0.9) * C;
float blur = smoothstep(0.08, 0.5, vel / 60.0);
float s = uv.x / C - scroll;
float ci = floor(s);
for (int q = -1; q <= 1; q++) {
float cc = ci + float(q);
float id = mod(cc, 256.0);
float ha = h3(vec3(id, fj, 1.0));
float on = smoothstep(ha - 0.08, ha + 0.08, 0.38 + 0.55 * e);
if (on <= 0.0) continue;
float hb = h3(vec3(id, fj, 2.0)), hc = h3(vec3(id, fj, 3.0));
float xb = (cc + mix(0.32, 0.68, hb) + scroll) * C;
float argb = 2.4 * xb - phj + t * 0.25;
vec2 B = vec2(xb, threadY(xb, phj, t, vib, fj));
vec2 T = vec2(xb - st, threadY(xb - st, phj, t, vib, fj));
float zb = cos(argb);
float rb = C * 0.2 * (0.7 + 0.3 * zb) * (0.8 + 0.4 * hc);
float tt;
float d = segd(uv, T, B, tt);
float alpha = smoothstep(rb + px, rb - px, d) * on;
vec2 l = (uv - B) / rb;
vec3 nn = vec3(l, sqrt(max(1.0 - dot(l, l), 0.0)));
float diff = max(dot(nn, Ld), 0.0);
float spec = pow(max(dot(reflect(-Ld, nn), vec3(0.0, 0.0, 1.0)), 0.0), 28.0);
vec3 sphere = tint * (0.18 + 0.95 * diff) + vec3(1.0) * spec * 0.9;
vec3 streakC = mix(tint, vec3(1.0), 0.3) * mix(0.25, 1.1, tt * tt);
vec3 bc = mix(sphere, streakC, blur) * (0.5 + 0.5 * (zb * 0.5 + 0.5)) * (0.85 + 0.4 * e);
if (alpha > 0.01 && zb > frontZ) { frontZ = zb; frontC = bc; frontA = alpha; }
col += tint * on * exp(-max(d - rb, 0.0) / (rb * 0.8)) * 0.12 * (0.5 + 0.5 * zb);
}
}
col = mix(col, frontC, frontA);
col *= 1.0 - 0.25 * dot(uv * vec2(0.5, 1.0), uv * vec2(0.5, 1.0));
col = tone(col * 1.25);
fragColor = vec4(col + dither(fragCoord), 1.0);
}
void main() {
mainImage(outColor, gl_FragCoord.xy);
outColor.a = 1.0;
}
`;
const vertex = `#version 300 es
void main() {
vec2 p = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2);
gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
}
`;
const compile = (type, src) => {
const s = gl.createShader(type);
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s));
return s;
};
const program = gl.createProgram();
gl.attachShader(program, compile(gl.VERTEX_SHADER, vertex));
gl.attachShader(program, compile(gl.FRAGMENT_SHADER, fragment));
gl.linkProgram(program);
gl.useProgram(program);
const u = (n) => gl.getUniformLocation(program, n);
const [res, time, tokens, rate, color] = ["iResolution", "iTime", "uTokens", "uTps", "uColor"].map(u);
const hex = parseInt((canvas.dataset.color || "#7c5cff").slice(1), 16);
gl.uniform3f(color, ((hex >> 16) & 255) / 255, ((hex >> 8) & 255) / 255, (hex & 255) / 255);
// canvas.token(): count real tokens and derive the rate from the last second.
const stamps = [];
canvas.token = () => {
stamps.push(performance.now());
canvas.dataset.tps = "auto";
};
const still = matchMedia("(prefers-reduced-motion: reduce)").matches;
let count = 0, last = performance.now(), visible = true, frame = 0;
new IntersectionObserver(([e]) => {
visible = e.isIntersecting;
if (visible && !frame) frame = requestAnimationFrame(draw);
}).observe(canvas);
function draw(now) {
frame = 0;
const dt = Math.min((now - last) / 1000, 0.1);
last = now;
while (stamps.length && now - stamps[0] > 1000) stamps.shift();
const wobble = 1 + 0.25 * Math.sin(now / 588) + 0.15 * Math.sin(now / 233 + 1) + 0.08 * Math.sin(now / 91 + 2);
const tps = canvas.dataset.tps === "auto" ? stamps.length : Number(canvas.dataset.tps) * wobble;
count += tps * dt;
const dpr = Math.min(devicePixelRatio || 1, 2);
const w = Math.round(canvas.clientWidth * dpr), h = Math.round(canvas.clientHeight * dpr);
if (canvas.width !== w || canvas.height !== h) { canvas.width = w; canvas.height = h; }
gl.viewport(0, 0, w, h);
gl.uniform3f(res, w, h, 1);
gl.uniform1f(time, still ? 2 : now / 1000);
gl.uniform1f(tokens, still ? Number(canvas.dataset.tps) * 2 : count);
gl.uniform1f(rate, tps);
gl.drawArrays(gl.TRIANGLES, 0, 3);
if (visible && !still) frame = requestAnimationFrame(draw);
}
frame = requestAnimationFrame(draw);
</script>// Inputs the site passes in, as constants for Shadertoy.
// uTps: tokens per second. uTokens: tokens so far. uColor: the accent.
#define uTps 140.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.957, 0.447, 0.714)
#define TAU 6.28318530718
uint hu(uint x) { x ^= x >> 16u; x *= 0x7feb352du; x ^= x >> 15u; x *= 0x846ca68bu; x ^= x >> 16u; return x; }
float hf(uint x) { return float(hu(x) >> 8u) * (1.0 / 16777216.0); }
float h1(float a) { return hf(uint(int(floor(a)))); }
float h2(vec2 a) { ivec2 i = ivec2(floor(a)); return hf(uint(i.x) * 0x27d4eb2du ^ hu(uint(i.y) + 0x9e3779b9u)); }
float h3(vec3 a) { ivec3 i = ivec3(floor(a)); return hf(uint(i.x) * 0x27d4eb2du ^ hu(uint(i.y) * 0x165667b1u ^ hu(uint(i.z) + 0x9e3779b9u))); }
float segd(vec2 p, vec2 a, vec2 b, out float t) {
vec2 pa = p - a, ba = b - a;
t = clamp(dot(pa, ba) / max(dot(ba, ba), 1e-9), 0.0, 1.0);
return length(pa - ba * t);
}
vec3 tone(vec3 c) { return 1.0 - exp(-c); }
float dither(vec2 f) { return (h2(f) - 0.5) / 255.0; }
// 0 at idle, about 0.23 at 15 tok/s, 0.46 at 60, 0.7 at 200, 1 at 800
float energy() { return clamp(log2(1.0 + max(uTps, 0.0) / 8.0) / log2(101.0), 0.0, 1.0); }
float threadY(float x, float phj, float t, float vib, float fj) {
float A = 0.24 + 0.03 * sin(x * 0.7 + t * 0.2);
return A * sin(2.4 * x - phj + t * 0.25) + vib * sin(x * 13.0 - t * 4.0 + fj * 2.0);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float px = 1.0 / iResolution.y;
float e = energy();
float tk = mod(uTokens, 32768.0);
float it = mod(iTime, 16384.0);
float t = mod(iTime, 6000.0);
float vib = 0.004 + 0.012 * e;
const float C = 0.11;
vec3 Ld = normalize(vec3(-0.5, 0.65, 0.6));
vec3 col = vec3(0.004, 0.004, 0.008) + uColor * 0.035 * exp(-uv.y * uv.y / 0.06) * (0.6 + 0.6 * e);
float frontZ = -9.0;
vec3 frontC = vec3(0.0);
float frontA = 0.0;
for (int j = 0; j < 5; j++) {
float fj = float(j);
float phj = fj * TAU / 5.0;
vec3 tint = mix(uColor, uColor.yzx, 0.12 * fj / 4.0);
// the thread itself
float A = 0.24 + 0.03 * sin(uv.x * 0.7 + t * 0.2);
float arg = 2.4 * uv.x - phj + t * 0.25;
float yc = threadY(uv.x, phj, t, vib, fj);
float slope = A * 2.4 * cos(arg) + vib * 13.0 * cos(uv.x * 13.0 - t * 4.0 + fj * 2.0);
float z = cos(arg);
float dl = abs(uv.y - yc) * inversesqrt(1.0 + slope * slope);
float lw = 0.0009 * (1.0 + 0.5 * z);
col += tint * (smoothstep(lw + px, lw - px, dl) * 0.32 + exp(-dl / 0.012) * 0.05) * (0.45 + 0.35 * z);
// beads strung on it
float n = 6.0 + mod(fj * 3.0, 4.0);
float scroll = tk * n / 128.0 + it * n / 64.0;
float vel = max(uTps, 0.0) * n / 128.0 + n / 64.0;
float st = clamp(vel / 40.0, 0.0, 0.9) * C;
float blur = smoothstep(0.08, 0.5, vel / 60.0);
float s = uv.x / C - scroll;
float ci = floor(s);
for (int q = -1; q <= 1; q++) {
float cc = ci + float(q);
float id = mod(cc, 256.0);
float ha = h3(vec3(id, fj, 1.0));
float on = smoothstep(ha - 0.08, ha + 0.08, 0.38 + 0.55 * e);
if (on <= 0.0) continue;
float hb = h3(vec3(id, fj, 2.0)), hc = h3(vec3(id, fj, 3.0));
float xb = (cc + mix(0.32, 0.68, hb) + scroll) * C;
float argb = 2.4 * xb - phj + t * 0.25;
vec2 B = vec2(xb, threadY(xb, phj, t, vib, fj));
vec2 T = vec2(xb - st, threadY(xb - st, phj, t, vib, fj));
float zb = cos(argb);
float rb = C * 0.2 * (0.7 + 0.3 * zb) * (0.8 + 0.4 * hc);
float tt;
float d = segd(uv, T, B, tt);
float alpha = smoothstep(rb + px, rb - px, d) * on;
vec2 l = (uv - B) / rb;
vec3 nn = vec3(l, sqrt(max(1.0 - dot(l, l), 0.0)));
float diff = max(dot(nn, Ld), 0.0);
float spec = pow(max(dot(reflect(-Ld, nn), vec3(0.0, 0.0, 1.0)), 0.0), 28.0);
vec3 sphere = tint * (0.18 + 0.95 * diff) + vec3(1.0) * spec * 0.9;
vec3 streakC = mix(tint, vec3(1.0), 0.3) * mix(0.25, 1.1, tt * tt);
vec3 bc = mix(sphere, streakC, blur) * (0.5 + 0.5 * (zb * 0.5 + 0.5)) * (0.85 + 0.4 * e);
if (alpha > 0.01 && zb > frontZ) { frontZ = zb; frontC = bc; frontA = alpha; }
col += tint * on * exp(-max(d - rb, 0.0) / (rb * 0.8)) * 0.12 * (0.5 + 0.5 * zb);
}
}
col = mix(col, frontC, frontA);
col *= 1.0 - 0.25 * dot(uv * vec2(0.5, 1.0), uv * vec2(0.5, 1.0));
col = tone(col * 1.25);
fragColor = vec4(col + dither(fragCoord), 1.0);
}
uTps is the token rate and uTokens the running count. The standalone runner adds a natural wobble to a fixed rate, the way real streams speed up and slow down.data-color on the canvas, or change uColor in the Shadertoy version. Currently previewing #f472b6.