Soft fireflies blink over dark grass, scattered and slow. As tokens speed up they gather into one bright, buzzing cluster, and more of them stay lit together.
Also known as: fireflies cluster, glowing bokeh swarm.
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-firefly-gathering" data-tps="5" data-color="#c6f25a" 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-firefly-gathering");
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); }
vec2 ffPos(float fi, float ph, float g, out float gi) {
float ha = h1(fi * 11.0 + 1.0), hb = h1(fi * 11.0 + 2.0), hc = h1(fi * 11.0 + 3.0);
float hd = h1(fi * 11.0 + 4.0), he = h1(fi * 11.0 + 5.0);
vec2 home = vec2((ha * 2.0 - 1.0) * 0.98, (hb * 2.0 - 1.0) * 0.32 + 0.04);
float a = TAU * ph;
vec2 wander = vec2(0.13 * sin(a + hc * TAU) + 0.05 * sin(3.0 * a + hd * TAU),
0.07 * sin(2.0 * a + he * TAU) + 0.03 * cos(5.0 * a + ha * TAU));
float rc = 0.05 + 0.15 * sqrt(hd);
float ca = 2.0 * a + hc * TAU;
float inc = (he - 0.5) * 2.8;
vec2 clus = vec2(0.0, 0.05) + vec2(cos(ca) * rc * 1.3, sin(ca) * rc * cos(inc) + 0.025 * sin(3.0 * a + hb * TAU));
gi = smoothstep(hb * 0.45, hb * 0.45 + 0.55, g);
return mix(home + wander, clus, gi);
}
float grass(vec2 uv, float t, float px, float k) {
float base = -0.36 + 0.035 * sin(uv.x * 2.3 + 1.0 + k) + 0.018 * sin(uv.x * 5.1 + k * 3.0);
float bx = uv.x * (48.0 + k * 9.0) + k * 0.37;
float id = floor(bx);
float hh = h1(id + 300.0 + k * 1000.0);
float bh = 0.04 + 0.12 * hh * hh;
float yy = (uv.y - base) / bh;
float sway = 0.13 * sin(t * 0.7 + id * 0.37);
float xx = fract(bx) - 0.5 - sway * yy * yy;
float wdt = 0.34 * (1.0 - clamp(yy, 0.0, 1.0));
float aa = px * (48.0 + k * 9.0);
float blade = smoothstep(wdt + aa, wdt - aa, abs(xx)) * step(0.0, yy) * step(yy, 1.0);
return max(blade, smoothstep(base + px, base - px, uv.y));
}
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 g = smoothstep(0.04, 0.82, e);
float tk = mod(uTokens, 65536.0);
float it = mod(iTime, 512.0);
float t = mod(iTime, 6000.0);
vec3 col = vec3(0.004, 0.006, 0.01) + uColor * 0.02 * smoothstep(-0.5, 0.5, uv.y);
col += uColor * 0.065 * exp(-pow((uv.y + 0.28) / 0.13, 2.0));
vec2 cq = (uv - vec2(0.0, 0.06)) * vec2(0.75, 1.3);
col += uColor * 0.14 * g * exp(-length(cq) * 5.0);
vec3 farC = vec3(0.0), nearC = vec3(0.0);
vec3 glowC = mix(uColor, vec3(1.0, 0.98, 0.88), 0.3);
for (int i = 0; i < 40; i++) {
float fi = float(i);
float vis = smoothstep(fi - 1.5, fi + 1.5, 12.0 + 28.0 * e);
if (vis <= 0.0) break;
float n = 6.0 + floor(h1(fi * 11.0 + 6.0) * 7.0);
float ph = fract(tk * n / 2048.0 + it * n / 512.0 + h1(fi * 11.0 + 7.0));
float cps = max(uTps, 0.0) * n / 2048.0 + n / 512.0;
float gi;
vec2 P = ffPos(fi, ph, g, gi);
float z = h1(fi * 11.0 + 8.0);
z = z * z;
vec2 Q = ffPos(fi, ph - clamp(cps * 0.03, 0.0, 0.035) * (1.0 - 0.7 * z), g, gi);
float rb = mix(0.0035, 0.024, z * z) + px * 0.5;
float tt;
float d = segd(uv, P, Q, tt);
float hz = h1(fi * 11.0 + 9.0);
float blink = 0.15 + 0.85 * smoothstep(0.15, 0.9, 0.5 + 0.5 * sin(t * (0.6 + 0.9 * hz) + hz * TAU));
blink = mix(blink, 1.0, gi * 0.65);
float spot = exp(-d * d / (rb * rb) * 1.4);
float disk = smoothstep(rb, rb * 0.82, d) * 0.3 + smoothstep(rb * 0.3, 0.0, abs(d - rb * 0.9)) * 0.12;
float halo = 0.12 * rb * rb * 9.0 / (d * d + rb * rb * 9.0);
float bok = smoothstep(0.35, 0.8, z);
float I = mix(spot, disk, bok) + halo;
I *= blink * vis * mix(1.4, 0.45, bok) * (0.9 + 0.5 * e) * mix(1.0, 0.25, tt * smoothstep(0.0, rb * 2.0, length(P - Q)));
vec3 fc = mix(glowC * I, uColor * I * 0.8, 0.3);
if (z > 0.55) nearC += fc; else farC += fc;
}
col += farC;
float gm = max(grass(uv, t, px, 0.0), grass(uv + vec2(0.0, 0.012), t + 1.3, px, 1.0));
col = mix(col, vec3(0.002, 0.003, 0.004) + uColor * 0.012, gm);
col += nearC;
col *= 1.0 - 0.28 * dot(uv * vec2(0.5, 1.0), uv * vec2(0.5, 1.0));
col = tone(col * 1.3);
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 5.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.776, 0.949, 0.353)
#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); }
vec2 ffPos(float fi, float ph, float g, out float gi) {
float ha = h1(fi * 11.0 + 1.0), hb = h1(fi * 11.0 + 2.0), hc = h1(fi * 11.0 + 3.0);
float hd = h1(fi * 11.0 + 4.0), he = h1(fi * 11.0 + 5.0);
vec2 home = vec2((ha * 2.0 - 1.0) * 0.98, (hb * 2.0 - 1.0) * 0.32 + 0.04);
float a = TAU * ph;
vec2 wander = vec2(0.13 * sin(a + hc * TAU) + 0.05 * sin(3.0 * a + hd * TAU),
0.07 * sin(2.0 * a + he * TAU) + 0.03 * cos(5.0 * a + ha * TAU));
float rc = 0.05 + 0.15 * sqrt(hd);
float ca = 2.0 * a + hc * TAU;
float inc = (he - 0.5) * 2.8;
vec2 clus = vec2(0.0, 0.05) + vec2(cos(ca) * rc * 1.3, sin(ca) * rc * cos(inc) + 0.025 * sin(3.0 * a + hb * TAU));
gi = smoothstep(hb * 0.45, hb * 0.45 + 0.55, g);
return mix(home + wander, clus, gi);
}
float grass(vec2 uv, float t, float px, float k) {
float base = -0.36 + 0.035 * sin(uv.x * 2.3 + 1.0 + k) + 0.018 * sin(uv.x * 5.1 + k * 3.0);
float bx = uv.x * (48.0 + k * 9.0) + k * 0.37;
float id = floor(bx);
float hh = h1(id + 300.0 + k * 1000.0);
float bh = 0.04 + 0.12 * hh * hh;
float yy = (uv.y - base) / bh;
float sway = 0.13 * sin(t * 0.7 + id * 0.37);
float xx = fract(bx) - 0.5 - sway * yy * yy;
float wdt = 0.34 * (1.0 - clamp(yy, 0.0, 1.0));
float aa = px * (48.0 + k * 9.0);
float blade = smoothstep(wdt + aa, wdt - aa, abs(xx)) * step(0.0, yy) * step(yy, 1.0);
return max(blade, smoothstep(base + px, base - px, uv.y));
}
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 g = smoothstep(0.04, 0.82, e);
float tk = mod(uTokens, 65536.0);
float it = mod(iTime, 512.0);
float t = mod(iTime, 6000.0);
vec3 col = vec3(0.004, 0.006, 0.01) + uColor * 0.02 * smoothstep(-0.5, 0.5, uv.y);
col += uColor * 0.065 * exp(-pow((uv.y + 0.28) / 0.13, 2.0));
vec2 cq = (uv - vec2(0.0, 0.06)) * vec2(0.75, 1.3);
col += uColor * 0.14 * g * exp(-length(cq) * 5.0);
vec3 farC = vec3(0.0), nearC = vec3(0.0);
vec3 glowC = mix(uColor, vec3(1.0, 0.98, 0.88), 0.3);
for (int i = 0; i < 40; i++) {
float fi = float(i);
float vis = smoothstep(fi - 1.5, fi + 1.5, 12.0 + 28.0 * e);
if (vis <= 0.0) break;
float n = 6.0 + floor(h1(fi * 11.0 + 6.0) * 7.0);
float ph = fract(tk * n / 2048.0 + it * n / 512.0 + h1(fi * 11.0 + 7.0));
float cps = max(uTps, 0.0) * n / 2048.0 + n / 512.0;
float gi;
vec2 P = ffPos(fi, ph, g, gi);
float z = h1(fi * 11.0 + 8.0);
z = z * z;
vec2 Q = ffPos(fi, ph - clamp(cps * 0.03, 0.0, 0.035) * (1.0 - 0.7 * z), g, gi);
float rb = mix(0.0035, 0.024, z * z) + px * 0.5;
float tt;
float d = segd(uv, P, Q, tt);
float hz = h1(fi * 11.0 + 9.0);
float blink = 0.15 + 0.85 * smoothstep(0.15, 0.9, 0.5 + 0.5 * sin(t * (0.6 + 0.9 * hz) + hz * TAU));
blink = mix(blink, 1.0, gi * 0.65);
float spot = exp(-d * d / (rb * rb) * 1.4);
float disk = smoothstep(rb, rb * 0.82, d) * 0.3 + smoothstep(rb * 0.3, 0.0, abs(d - rb * 0.9)) * 0.12;
float halo = 0.12 * rb * rb * 9.0 / (d * d + rb * rb * 9.0);
float bok = smoothstep(0.35, 0.8, z);
float I = mix(spot, disk, bok) + halo;
I *= blink * vis * mix(1.4, 0.45, bok) * (0.9 + 0.5 * e) * mix(1.0, 0.25, tt * smoothstep(0.0, rb * 2.0, length(P - Q)));
vec3 fc = mix(glowC * I, uColor * I * 0.8, 0.3);
if (z > 0.55) nearC += fc; else farC += fc;
}
col += farC;
float gm = max(grass(uv, t, px, 0.0), grass(uv + vec2(0.0, 0.012), t + 1.3, px, 1.0));
col = mix(col, vec3(0.002, 0.003, 0.004) + uColor * 0.012, gm);
col += nearC;
col *= 1.0 - 0.28 * dot(uv * vec2(0.5, 1.0), uv * vec2(0.5, 1.0));
col = tone(col * 1.3);
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 #c6f25a.