Comets sweep across a quiet starfield, each with a curved dust tail and a straight ion tail. Faster tokens send more comets across, quicker, with longer tails.
Also known as: meteor shower, shooting stars.
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-comet-trails" data-tps="70" data-color="#7cc8ff" 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-comet-trails");
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); }
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, 65536.0);
float it = mod(iTime, 16384.0);
float t = mod(iTime, 6000.0);
vec3 col = vec3(0.003, 0.004, 0.009) + uColor * 0.02 * (0.6 + 0.4 * sin(uv.x * 1.3 + uv.y * 2.0 + 1.0));
// a quiet starfield behind
vec2 sg = uv * 34.0;
vec2 sc = floor(sg);
float s1 = h2(sc), s2 = h2(sc + 17.0), s3 = h2(sc + 41.0);
vec2 sp = sc + 0.2 + 0.6 * vec2(s1, s2);
float sd = length(sg - sp);
float tw = 0.65 + 0.35 * sin(t * (0.5 + s3) + s3 * TAU);
col += mix(uColor, vec3(1.0), 0.6) * smoothstep(0.12, 0.0, sd) * pow(s3, 6.0) * tw * 0.9;
vec3 ionTint = mix(uColor, vec3(1.0), 0.45);
for (int i = 0; i < 10; i++) {
float fi = float(i);
float vis = smoothstep(fi - 1.0, fi + 1.0, 3.0 + 7.0 * e);
if (vis <= 0.0) break;
float n = 4.0 + floor(h1(fi * 13.0 + 1.0) * 3.0);
float q = tk * n / 1024.0 + it * n / 256.0 + h1(fi * 13.0 + 2.0);
float u = fract(q);
float cy = mod(floor(q), 64.0);
float k1 = h3(vec3(fi, cy, 1.0)), k2 = h3(vec3(fi, cy, 2.0)), k3 = h3(vec3(fi, cy, 3.0));
float k4 = h3(vec3(fi, cy, 4.0)), k5 = h3(vec3(fi, cy, 5.0)), k6 = h3(vec3(fi, cy, 6.0));
float ang = -0.36 + (k1 - 0.5) * 0.5;
vec2 dir = vec2(cos(ang), sin(ang));
vec2 nrm = vec2(-dir.y, dir.x);
float off = (k2 - 0.5) * 0.9;
float A = (k3 - 0.5) * 0.2;
float w = 1.3 + k4 * 1.6;
float ph = k5 * TAU;
float X = dot(uv, dir), Y = dot(uv, nrm);
float Xh = mix(-1.25, 2.35, u);
float ups = max(uTps, 0.0) * n / 1024.0 + n / 256.0;
float vel = 3.6 * ups;
float L = clamp(0.14 + vel * 0.38, 0.14, 1.05);
float hy = off + A * sin(w * Xh + ph);
vec2 hp = dir * Xh + nrm * hy;
float bri = mix(0.55, 1.15, k6) * vis;
float tt = (Xh - X) / L;
if (tt > -0.05 && tt < 1.0) {
float fy = off + A * sin(w * X + ph);
float fd = A * w * cos(w * X + ph);
float dY = (Y - fy) * inversesqrt(1.0 + fd * fd);
float tc = clamp(tt, 0.0, 1.0);
float wt = 0.003 + 0.03 * tc * sqrt(tc) + px * 0.4;
float fadeT = pow(1.0 - tc, 1.5) * smoothstep(-0.05, 0.02, tt);
float dust = fadeT * exp(-dY * dY / (wt * wt)) * (0.009 / (wt + 0.006));
float wi = 0.0016 + 0.007 * tc + px * 0.3;
float hs = A * w * cos(w * Xh + ph);
float dI = ((Y - hy) - hs * (X - Xh)) * inversesqrt(1.0 + hs * hs);
float ion = pow(1.0 - tc, 2.4) * smoothstep(-0.05, 0.02, tt) * exp(-dI * dI / (wi * wi)) * 0.55;
col += mix(uColor, vec3(1.0), 0.3 * (1.0 - tc)) * dust * bri;
col += ionTint * ion * bri;
}
float dh = length(uv - hp);
col += mix(uColor, vec3(1.0), 0.75) * exp(-dh * dh / 0.00009) * 1.6 * bri;
col += uColor * 0.0012 / (dh * dh + 0.0012) * 0.22 * bri;
}
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 70.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.486, 0.784, 1.000)
#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); }
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, 65536.0);
float it = mod(iTime, 16384.0);
float t = mod(iTime, 6000.0);
vec3 col = vec3(0.003, 0.004, 0.009) + uColor * 0.02 * (0.6 + 0.4 * sin(uv.x * 1.3 + uv.y * 2.0 + 1.0));
// a quiet starfield behind
vec2 sg = uv * 34.0;
vec2 sc = floor(sg);
float s1 = h2(sc), s2 = h2(sc + 17.0), s3 = h2(sc + 41.0);
vec2 sp = sc + 0.2 + 0.6 * vec2(s1, s2);
float sd = length(sg - sp);
float tw = 0.65 + 0.35 * sin(t * (0.5 + s3) + s3 * TAU);
col += mix(uColor, vec3(1.0), 0.6) * smoothstep(0.12, 0.0, sd) * pow(s3, 6.0) * tw * 0.9;
vec3 ionTint = mix(uColor, vec3(1.0), 0.45);
for (int i = 0; i < 10; i++) {
float fi = float(i);
float vis = smoothstep(fi - 1.0, fi + 1.0, 3.0 + 7.0 * e);
if (vis <= 0.0) break;
float n = 4.0 + floor(h1(fi * 13.0 + 1.0) * 3.0);
float q = tk * n / 1024.0 + it * n / 256.0 + h1(fi * 13.0 + 2.0);
float u = fract(q);
float cy = mod(floor(q), 64.0);
float k1 = h3(vec3(fi, cy, 1.0)), k2 = h3(vec3(fi, cy, 2.0)), k3 = h3(vec3(fi, cy, 3.0));
float k4 = h3(vec3(fi, cy, 4.0)), k5 = h3(vec3(fi, cy, 5.0)), k6 = h3(vec3(fi, cy, 6.0));
float ang = -0.36 + (k1 - 0.5) * 0.5;
vec2 dir = vec2(cos(ang), sin(ang));
vec2 nrm = vec2(-dir.y, dir.x);
float off = (k2 - 0.5) * 0.9;
float A = (k3 - 0.5) * 0.2;
float w = 1.3 + k4 * 1.6;
float ph = k5 * TAU;
float X = dot(uv, dir), Y = dot(uv, nrm);
float Xh = mix(-1.25, 2.35, u);
float ups = max(uTps, 0.0) * n / 1024.0 + n / 256.0;
float vel = 3.6 * ups;
float L = clamp(0.14 + vel * 0.38, 0.14, 1.05);
float hy = off + A * sin(w * Xh + ph);
vec2 hp = dir * Xh + nrm * hy;
float bri = mix(0.55, 1.15, k6) * vis;
float tt = (Xh - X) / L;
if (tt > -0.05 && tt < 1.0) {
float fy = off + A * sin(w * X + ph);
float fd = A * w * cos(w * X + ph);
float dY = (Y - fy) * inversesqrt(1.0 + fd * fd);
float tc = clamp(tt, 0.0, 1.0);
float wt = 0.003 + 0.03 * tc * sqrt(tc) + px * 0.4;
float fadeT = pow(1.0 - tc, 1.5) * smoothstep(-0.05, 0.02, tt);
float dust = fadeT * exp(-dY * dY / (wt * wt)) * (0.009 / (wt + 0.006));
float wi = 0.0016 + 0.007 * tc + px * 0.3;
float hs = A * w * cos(w * Xh + ph);
float dI = ((Y - hy) - hs * (X - Xh)) * inversesqrt(1.0 + hs * hs);
float ion = pow(1.0 - tc, 2.4) * smoothstep(-0.05, 0.02, tt) * exp(-dI * dI / (wi * wi)) * 0.55;
col += mix(uColor, vec3(1.0), 0.3 * (1.0 - tc)) * dust * bri;
col += ionTint * ion * bri;
}
float dh = length(uv - hp);
col += mix(uColor, vec3(1.0), 0.75) * exp(-dh * dh / 0.00009) * 1.6 * bri;
col += uColor * 0.0012 / (dh * dh + 0.0012) * 0.22 * bri;
}
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 #7cc8ff.