Brain-like folded ridges turn slowly under soft light while waves of activity race across them. Higher token rates fire the waves faster and brighter along every fold.
Also known as: brain shader, cortex folds, neural activity animation.
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-cortex-fold-pulses" data-tps="7" data-color="#b77dff" 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-cortex-fold-pulses");
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
#define PI 3.14159265359
mat2 rot(float a) { float c = cos(a), s = sin(a); return mat2(c, -s, s, c); }
float hash12(vec2 p) { vec3 q = fract(vec3(p.xyx) * 0.1031); q += dot(q, q.yzx + 33.33); return fract((q.x + q.y) * q.z); }
// a phase in radians that wraps at whole turns, so it stays precise for hours
float turn(float x, float k) { return mod(x * k, TAU); }
vec3 toLin(vec3 c) { return pow(max(c, vec3(0.0)), vec3(2.2)); }
vec3 hueShift(vec3 c, float a) {
vec3 k = vec3(0.57735);
float cs = cos(a);
return max(c * cs + cross(k, c) * sin(a) + k * dot(k, c) * (1.0 - cs), vec3(0.0));
}
// ACES filmic curve, gamma and a tiny dither against banding
vec3 finish(vec3 c, vec2 fc) {
c = max(c, vec3(0.0));
c = clamp((c * (2.51 * c + 0.03)) / (c * (2.43 * c + 0.59) + 0.14), 0.0, 1.0);
c = pow(c, vec3(1.0 / 2.2));
return c + (hash12(fc) + hash12(fc + 19.19) - 1.0) / 255.0;
}
float gyr(vec3 q) { return dot(sin(q), cos(q.yzx)); }
float folds(vec3 p) {
vec3 q = p * 12.0;
q += 1.1 * sin(q.zxy * 0.31 + vec3(0.0, 1.7, 3.1));
return gyr(q);
}
float sdEll(vec3 p, vec3 r) {
float k0 = length(p / r);
float k1 = length(p / (r * r));
return k0 * (k0 - 1.0) / k1;
}
float map(vec3 p, out float f) {
vec3 q = p;
// flatter underneath, fuller at the back
q.y *= p.y < 0.0 ? 1.35 : 1.0;
q.y -= 0.06 * q.z;
float d = sdEll(q, vec3(1.18, 0.74, 0.92));
// the fissure between the two hemispheres
d += 0.09 * exp(-p.x * p.x * 90.0) * smoothstep(-0.2, 0.5, p.y);
f = folds(p);
float a = abs(f);
d += 0.024 * (1.0 - smoothstep(0.0, 0.4, a)) - 0.01 * smoothstep(0.4, 1.3, a);
return d;
}
vec3 toBrain(vec3 p, float yaw) {
p.xz *= rot(yaw);
return p;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
vec3 acc = toLin(uColor);
vec3 acc2 = hueShift(acc, -0.7);
vec3 hot = mix(acc, vec3(1.0), 0.65);
float e = 1.0 - exp(-uTps / 90.0);
float yaw = 0.5 + 0.35 * sin(turn(iTime, 0.09));
float base = fract(iTime * 0.06);
vec3 ro = vec3(0.0, 0.0, 3.4);
vec3 rd = normalize(vec3(uv, -1.5));
ro.yz *= rot(-0.36); rd.yz *= rot(-0.36);
vec3 col = acc * 0.014 * smoothstep(1.1, 0.0, length(uv));
float b = dot(ro, rd);
float h = b * b - dot(ro, ro) + 1.25 * 1.25;
if (h > 0.0) {
float t = -b - sqrt(h);
float tEnd = -b + sqrt(h);
float dmin = 1e3, tmin = t, f = 0.0;
for (int i = 0; i < 64; i++) {
float d = map(toBrain(ro + rd * t, yaw), f);
if (d < dmin) { dmin = d; tmin = t; }
if (d < 0.0008 * t || t > tEnd) break;
t += d * 0.6;
}
float pxw = 1.6 * tmin / (1.5 * iResolution.y);
float cover = 1.0 - smoothstep(0.0, pxw, dmin);
if (cover > 0.0) {
vec3 p = toBrain(ro + rd * tmin, yaw);
float fold;
map(p, fold);
vec2 k = vec2(1.0, -1.0) * 0.002;
float fx;
vec3 n = normalize(k.xyy * map(p + k.xyy, fx) + k.yyx * map(p + k.yyx, fx) + k.yxy * map(p + k.yxy, fx) + k.xxx * map(p + k.xxx, fx));
vec3 vd = toBrain(rd, yaw);
vec3 L = toBrain(normalize(vec3(-0.5, 0.85, 0.45)), yaw);
float a = abs(fold);
float groove = smoothstep(0.0, 0.55, a);
float crest = smoothstep(0.6, 1.3, a);
float dif = clamp(dot(n, L) * 0.6 + 0.4, 0.0, 1.0);
float cosv = clamp(-dot(vd, n), 0.0, 1.0);
float fres = pow(1.0 - cosv, 3.0);
float spec = pow(clamp(dot(reflect(vd, n), L), 0.0, 1.0), 30.0);
vec3 tissue = mix(acc * 0.012, mix(acc, acc2, 0.35) * 0.12, dif * dif) * (0.15 + 0.85 * groove);
// waves of activity spreading along the folds from a few foci
float fire = 0.0;
for (int i = 0; i < 3; i++) {
float fi = float(i);
vec3 c = normalize(vec3(sin(fi * 2.4 + 0.5), 0.5 + 0.4 * cos(fi * 1.7), cos(fi * 2.4 + 0.5))) * vec3(1.18, 0.74, 0.92);
float dist = length(p - c);
float x = fract(dist * 1.6 - base - fract(uTokens * (0.0042 + 0.0006 * fi)) - fi * 0.37);
fire += smoothstep(0.0, 0.03, x) * exp(-x * 7.0) * exp(-dist * 0.5);
}
// the pulses run along the sulci, the fine lines between the folds
float line = exp(-a * a * 30.0);
vec3 glow = mix(acc, hot, clamp(fire, 0.0, 1.0)) * line * fire * (0.5 + 3.2 * e);
glow += acc * line * (0.03 + 0.1 * e);
vec3 s = tissue + glow + mix(acc, acc2, 0.5) * fres * 0.35 * groove + vec3(1.0) * spec * 0.2 * groove;
col = mix(col, s, cover);
}
}
fragColor = vec4(finish(col, 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 7.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.718, 0.490, 1.000)
#define TAU 6.28318530718
#define PI 3.14159265359
mat2 rot(float a) { float c = cos(a), s = sin(a); return mat2(c, -s, s, c); }
float hash12(vec2 p) { vec3 q = fract(vec3(p.xyx) * 0.1031); q += dot(q, q.yzx + 33.33); return fract((q.x + q.y) * q.z); }
// a phase in radians that wraps at whole turns, so it stays precise for hours
float turn(float x, float k) { return mod(x * k, TAU); }
vec3 toLin(vec3 c) { return pow(max(c, vec3(0.0)), vec3(2.2)); }
vec3 hueShift(vec3 c, float a) {
vec3 k = vec3(0.57735);
float cs = cos(a);
return max(c * cs + cross(k, c) * sin(a) + k * dot(k, c) * (1.0 - cs), vec3(0.0));
}
// ACES filmic curve, gamma and a tiny dither against banding
vec3 finish(vec3 c, vec2 fc) {
c = max(c, vec3(0.0));
c = clamp((c * (2.51 * c + 0.03)) / (c * (2.43 * c + 0.59) + 0.14), 0.0, 1.0);
c = pow(c, vec3(1.0 / 2.2));
return c + (hash12(fc) + hash12(fc + 19.19) - 1.0) / 255.0;
}
float gyr(vec3 q) { return dot(sin(q), cos(q.yzx)); }
float folds(vec3 p) {
vec3 q = p * 12.0;
q += 1.1 * sin(q.zxy * 0.31 + vec3(0.0, 1.7, 3.1));
return gyr(q);
}
float sdEll(vec3 p, vec3 r) {
float k0 = length(p / r);
float k1 = length(p / (r * r));
return k0 * (k0 - 1.0) / k1;
}
float map(vec3 p, out float f) {
vec3 q = p;
// flatter underneath, fuller at the back
q.y *= p.y < 0.0 ? 1.35 : 1.0;
q.y -= 0.06 * q.z;
float d = sdEll(q, vec3(1.18, 0.74, 0.92));
// the fissure between the two hemispheres
d += 0.09 * exp(-p.x * p.x * 90.0) * smoothstep(-0.2, 0.5, p.y);
f = folds(p);
float a = abs(f);
d += 0.024 * (1.0 - smoothstep(0.0, 0.4, a)) - 0.01 * smoothstep(0.4, 1.3, a);
return d;
}
vec3 toBrain(vec3 p, float yaw) {
p.xz *= rot(yaw);
return p;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
vec3 acc = toLin(uColor);
vec3 acc2 = hueShift(acc, -0.7);
vec3 hot = mix(acc, vec3(1.0), 0.65);
float e = 1.0 - exp(-uTps / 90.0);
float yaw = 0.5 + 0.35 * sin(turn(iTime, 0.09));
float base = fract(iTime * 0.06);
vec3 ro = vec3(0.0, 0.0, 3.4);
vec3 rd = normalize(vec3(uv, -1.5));
ro.yz *= rot(-0.36); rd.yz *= rot(-0.36);
vec3 col = acc * 0.014 * smoothstep(1.1, 0.0, length(uv));
float b = dot(ro, rd);
float h = b * b - dot(ro, ro) + 1.25 * 1.25;
if (h > 0.0) {
float t = -b - sqrt(h);
float tEnd = -b + sqrt(h);
float dmin = 1e3, tmin = t, f = 0.0;
for (int i = 0; i < 64; i++) {
float d = map(toBrain(ro + rd * t, yaw), f);
if (d < dmin) { dmin = d; tmin = t; }
if (d < 0.0008 * t || t > tEnd) break;
t += d * 0.6;
}
float pxw = 1.6 * tmin / (1.5 * iResolution.y);
float cover = 1.0 - smoothstep(0.0, pxw, dmin);
if (cover > 0.0) {
vec3 p = toBrain(ro + rd * tmin, yaw);
float fold;
map(p, fold);
vec2 k = vec2(1.0, -1.0) * 0.002;
float fx;
vec3 n = normalize(k.xyy * map(p + k.xyy, fx) + k.yyx * map(p + k.yyx, fx) + k.yxy * map(p + k.yxy, fx) + k.xxx * map(p + k.xxx, fx));
vec3 vd = toBrain(rd, yaw);
vec3 L = toBrain(normalize(vec3(-0.5, 0.85, 0.45)), yaw);
float a = abs(fold);
float groove = smoothstep(0.0, 0.55, a);
float crest = smoothstep(0.6, 1.3, a);
float dif = clamp(dot(n, L) * 0.6 + 0.4, 0.0, 1.0);
float cosv = clamp(-dot(vd, n), 0.0, 1.0);
float fres = pow(1.0 - cosv, 3.0);
float spec = pow(clamp(dot(reflect(vd, n), L), 0.0, 1.0), 30.0);
vec3 tissue = mix(acc * 0.012, mix(acc, acc2, 0.35) * 0.12, dif * dif) * (0.15 + 0.85 * groove);
// waves of activity spreading along the folds from a few foci
float fire = 0.0;
for (int i = 0; i < 3; i++) {
float fi = float(i);
vec3 c = normalize(vec3(sin(fi * 2.4 + 0.5), 0.5 + 0.4 * cos(fi * 1.7), cos(fi * 2.4 + 0.5))) * vec3(1.18, 0.74, 0.92);
float dist = length(p - c);
float x = fract(dist * 1.6 - base - fract(uTokens * (0.0042 + 0.0006 * fi)) - fi * 0.37);
fire += smoothstep(0.0, 0.03, x) * exp(-x * 7.0) * exp(-dist * 0.5);
}
// the pulses run along the sulci, the fine lines between the folds
float line = exp(-a * a * 30.0);
vec3 glow = mix(acc, hot, clamp(fire, 0.0, 1.0)) * line * fire * (0.5 + 3.2 * e);
glow += acc * line * (0.03 + 0.1 * e);
vec3 s = tissue + glow + mix(acc, acc2, 0.5) * fres * 0.35 * groove + vec3(1.0) * spec * 0.2 * groove;
col = mix(col, s, cover);
}
}
fragColor = vec4(finish(col, 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 #b77dff.