AI CSS Animations

Glass Orb with Swirling Thought

A glass orb holds a slow swirl of luminous smoke behind its fresnel reflections. As tokens stream faster the smoke churns, twists and glows brighter from the core.

Also known as: glass orb shader, swirling orb loader, ai thinking orb.

HTML + JS

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-glass-thought-orb" data-tps="14" data-color="#7c5cff" 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-glass-thought-orb");
  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 hash13(vec3 p) { p = fract(p * 0.1031); p += dot(p, p.zyx + 31.32); return fract((p.x + p.y) * p.z); }
float vnoise(vec3 p) {
  vec3 i = floor(p), f = fract(p);
  f = f * f * (3.0 - 2.0 * f);
  return mix(mix(mix(hash13(i), hash13(i + vec3(1, 0, 0)), f.x), mix(hash13(i + vec3(0, 1, 0)), hash13(i + vec3(1, 1, 0)), f.x), f.y),
             mix(mix(hash13(i + vec3(0, 0, 1)), hash13(i + vec3(1, 0, 1)), f.x), mix(hash13(i + vec3(0, 1, 1)), hash13(i + vec3(1, 1, 1)), f.x), f.y), f.z);
}
// noise streaming along dir forever: two layers trade places so the phase can wrap
float flowNoise(vec3 p, vec3 dir, float ph) {
  float a = fract(ph), b = fract(ph + 0.5);
  float w = 1.0 - abs(2.0 * a - 1.0);
  return mix(vnoise(p - dir * b + vec3(17.3, 9.1, 4.7)), vnoise(p - dir * a), w);
}

vec3 orbEnv(vec3 r, vec3 acc) {
  float key = smoothstep(0.9, 0.985, dot(r, normalize(vec3(-0.55, 0.65, 0.52))));
  float fill = smoothstep(0.7, 1.0, dot(r, normalize(vec3(0.85, -0.15, 0.5))));
  float top = smoothstep(0.2, 0.95, r.y) * 0.1;
  float band = exp(-abs(r.y + 0.12) * 8.0);
  return vec3(2.8 * key + top) + acc * (band * 0.3 + fill * 0.7 + 0.015);
}

float smoke(vec3 q, float spin, float churn, float fl, float e) {
  vec3 a = q;
  a.xz *= rot(spin + a.y * 1.7);
  a += (0.16 + 0.34 * e) * sin(a.yzx * 2.7 + churn);
  float n = 0.75 * flowNoise(a * 1.8, vec3(0.0, 1.3, 0.0), fl) + 0.25 * vnoise(a * 3.3 + vec3(0.0, 3.1, 0.0));
  float sheet = 1.0 - abs(2.0 * n - 1.0);
  return pow(sheet, 5.0);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
  vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
  vec3 acc = toLin(uColor);
  float e = 1.0 - exp(-uTps / 90.0);
  float spin = turn(iTime, 0.16) + turn(uTokens, 0.011);
  float churn = turn(iTime, 0.37) + turn(uTokens, 0.045);
  float fl = fract(iTime * 0.06) + fract(uTokens * 0.0042);

  vec3 ro = vec3(0.0, 0.0, 3.6);
  vec3 rd = normalize(vec3(uv, -1.3));
  vec3 col = acc * 0.012 * smoothstep(1.2, 0.0, length(uv));

  // a soft pool of light on the floor under the orb
  if (rd.y < 0.0) {
    vec3 fp = ro + rd * ((-1.02 - ro.y) / rd.y);
    col += acc * exp(-dot(fp.xz, fp.xz) * 2.2) * (0.05 + 0.16 * e);
  }

  float b = dot(ro, rd);
  float dl = sqrt(max(dot(ro, ro) - b * b, 0.0));
  float pxw = 2.3 / iResolution.y;
  float cover = smoothstep(1.0 + pxw, 1.0 - pxw, dl);
  if (cover > 0.0) {
    float t = -b - sqrt(max(1.0 - dl * dl, 0.0));
    vec3 p = ro + rd * t;
    vec3 n = normalize(p);
    float cosi = clamp(-dot(rd, n), 0.0, 1.0);
    float F = 0.04 + 0.96 * pow(1.0 - cosi, 5.0);
    vec3 refl = orbEnv(reflect(rd, n), acc);

    vec3 d = refract(rd, n, 1.0 / 1.45);
    float len = max(-2.0 * dot(p, d), 0.0);
    float dt = len / 16.0;
    vec3 hot = mix(acc, vec3(1.0), 0.7);
    vec3 deep = hueShift(acc, -0.55);
    vec3 inner = vec3(0.0);
    for (int i = 0; i < 16; i++) {
      vec3 q = p + d * ((float(i) + 0.5) * dt);
      float r2 = dot(q, q);
      float s = smoke(q, spin, churn, fl, e);
      vec3 tone = mix(deep, acc, smoothstep(0.9, 0.2, r2));
      inner += mix(tone, hot, s * s) * s * (1.0 - r2) * dt;
      inner += acc * exp(-r2 * 9.0) * dt * (0.02 + 0.25 * e);
    }
    inner *= 0.45 + 1.6 * e;

    // what the glass shows through its back face
    vec3 pe = p + d * len;
    vec3 d2 = refract(d, -normalize(pe), 1.45);
    if (dot(d2, d2) < 0.01) d2 = reflect(d, -normalize(pe));
    inner += orbEnv(d2, acc) * acc * 0.25;

    vec3 s = refl * F + inner * (1.0 - F);
    s += acc * pow(1.0 - cosi, 3.0) * (0.2 + 0.35 * e);
    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>

GLSL for Shadertoy

// Inputs the site passes in, as constants for Shadertoy.
// uTps: tokens per second. uTokens: tokens so far. uColor: the accent.
#define uTps 14.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.486, 0.361, 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 hash13(vec3 p) { p = fract(p * 0.1031); p += dot(p, p.zyx + 31.32); return fract((p.x + p.y) * p.z); }
float vnoise(vec3 p) {
  vec3 i = floor(p), f = fract(p);
  f = f * f * (3.0 - 2.0 * f);
  return mix(mix(mix(hash13(i), hash13(i + vec3(1, 0, 0)), f.x), mix(hash13(i + vec3(0, 1, 0)), hash13(i + vec3(1, 1, 0)), f.x), f.y),
             mix(mix(hash13(i + vec3(0, 0, 1)), hash13(i + vec3(1, 0, 1)), f.x), mix(hash13(i + vec3(0, 1, 1)), hash13(i + vec3(1, 1, 1)), f.x), f.y), f.z);
}
// noise streaming along dir forever: two layers trade places so the phase can wrap
float flowNoise(vec3 p, vec3 dir, float ph) {
  float a = fract(ph), b = fract(ph + 0.5);
  float w = 1.0 - abs(2.0 * a - 1.0);
  return mix(vnoise(p - dir * b + vec3(17.3, 9.1, 4.7)), vnoise(p - dir * a), w);
}

vec3 orbEnv(vec3 r, vec3 acc) {
  float key = smoothstep(0.9, 0.985, dot(r, normalize(vec3(-0.55, 0.65, 0.52))));
  float fill = smoothstep(0.7, 1.0, dot(r, normalize(vec3(0.85, -0.15, 0.5))));
  float top = smoothstep(0.2, 0.95, r.y) * 0.1;
  float band = exp(-abs(r.y + 0.12) * 8.0);
  return vec3(2.8 * key + top) + acc * (band * 0.3 + fill * 0.7 + 0.015);
}

float smoke(vec3 q, float spin, float churn, float fl, float e) {
  vec3 a = q;
  a.xz *= rot(spin + a.y * 1.7);
  a += (0.16 + 0.34 * e) * sin(a.yzx * 2.7 + churn);
  float n = 0.75 * flowNoise(a * 1.8, vec3(0.0, 1.3, 0.0), fl) + 0.25 * vnoise(a * 3.3 + vec3(0.0, 3.1, 0.0));
  float sheet = 1.0 - abs(2.0 * n - 1.0);
  return pow(sheet, 5.0);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
  vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
  vec3 acc = toLin(uColor);
  float e = 1.0 - exp(-uTps / 90.0);
  float spin = turn(iTime, 0.16) + turn(uTokens, 0.011);
  float churn = turn(iTime, 0.37) + turn(uTokens, 0.045);
  float fl = fract(iTime * 0.06) + fract(uTokens * 0.0042);

  vec3 ro = vec3(0.0, 0.0, 3.6);
  vec3 rd = normalize(vec3(uv, -1.3));
  vec3 col = acc * 0.012 * smoothstep(1.2, 0.0, length(uv));

  // a soft pool of light on the floor under the orb
  if (rd.y < 0.0) {
    vec3 fp = ro + rd * ((-1.02 - ro.y) / rd.y);
    col += acc * exp(-dot(fp.xz, fp.xz) * 2.2) * (0.05 + 0.16 * e);
  }

  float b = dot(ro, rd);
  float dl = sqrt(max(dot(ro, ro) - b * b, 0.0));
  float pxw = 2.3 / iResolution.y;
  float cover = smoothstep(1.0 + pxw, 1.0 - pxw, dl);
  if (cover > 0.0) {
    float t = -b - sqrt(max(1.0 - dl * dl, 0.0));
    vec3 p = ro + rd * t;
    vec3 n = normalize(p);
    float cosi = clamp(-dot(rd, n), 0.0, 1.0);
    float F = 0.04 + 0.96 * pow(1.0 - cosi, 5.0);
    vec3 refl = orbEnv(reflect(rd, n), acc);

    vec3 d = refract(rd, n, 1.0 / 1.45);
    float len = max(-2.0 * dot(p, d), 0.0);
    float dt = len / 16.0;
    vec3 hot = mix(acc, vec3(1.0), 0.7);
    vec3 deep = hueShift(acc, -0.55);
    vec3 inner = vec3(0.0);
    for (int i = 0; i < 16; i++) {
      vec3 q = p + d * ((float(i) + 0.5) * dt);
      float r2 = dot(q, q);
      float s = smoke(q, spin, churn, fl, e);
      vec3 tone = mix(deep, acc, smoothstep(0.9, 0.2, r2));
      inner += mix(tone, hot, s * s) * s * (1.0 - r2) * dt;
      inner += acc * exp(-r2 * 9.0) * dt * (0.02 + 0.25 * e);
    }
    inner *= 0.45 + 1.6 * e;

    // what the glass shows through its back face
    vec3 pe = p + d * len;
    vec3 d2 = refract(d, -normalize(pe), 1.45);
    if (dot(d2, d2) < 0.01) d2 = reflect(d, -normalize(pe));
    inner += orbEnv(d2, acc) * acc * 0.25;

    vec3 s = refl * F + inner * (1.0 - F);
    s += acc * pow(1.0 - cosi, 3.0) * (0.2 + 0.35 * e);
    col = mix(col, s, cover);
  }
  fragColor = vec4(finish(col, fragCoord), 1.0);
}

Customizing this shader

  • Speed: 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.
  • Color: set data-color on the canvas, or change uColor in the Shadertoy version. Currently previewing #7c5cff.
  • Size: style the canvas with CSS. It renders at up to twice your screen's pixel density and stops drawing while it is off screen.
  • Reduced motion: the runner draws a single still frame for people who asked their OS for less motion.

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