A neon wireframe corridor flies toward a glowing vanishing point, with lit token packets riding its walls. Forward speed follows the token rate, and faster streams light more packets.
Also known as: perspective grid tunnel, synthwave corridor, warp grid.
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-grid-tunnel-flight" data-tps="240" data-color="#e040fb" 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-grid-tunnel-flight");
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
float hash11(float p) { p = fract(p * 0.1031); p *= p + 33.33; p *= p + p; return fract(p); }
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); }
// the accent, lifted so a dark pick still glows
vec3 accent() { return uColor / max(0.25, max(uColor.r, max(uColor.g, uColor.b))); }
// rotate a colour's hue around the grey axis, for a companion tone
vec3 hueRot(vec3 c, float a) {
const vec3 k = vec3(0.57735027);
float ca = cos(a);
return max(c * ca + cross(k, c) * sin(a) + k * dot(k, c) * (1.0 - ca), 0.0);
}
// 0 at rest, toward 1 as the stream speeds up
float energy() { return 1.0 - exp(-max(uTps, 0.0) / 90.0); }
vec3 stage(vec2 uv) { return vec3(0.008, 0.009, 0.013) + accent() * 0.016 * exp(-dot(uv, uv) * 2.2); }
// soft shoulder so hot cores bloom toward white, plus a dither against banding
vec4 finish(vec3 c, vec2 fc) {
c = 1.0 - exp(-max(c, 0.0) * 1.35);
c += (hash12(fc) + hash12(fc + 17.13) - 1.0) / 255.0;
return vec4(c, 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();
vec3 A = accent();
vec3 B = hueRot(A, 0.9);
// a slight sway so the idle camera still breathes
float sw = mod(iTime * 0.3, TAU);
uv += vec2(0.015 * sin(sw), 0.01 * sin(sw * 1.3 + 1.0));
float roll = 0.015 * sin(sw * 0.7);
uv = mat2(cos(roll), -sin(roll), sin(roll), cos(roll)) * uv;
// a box corridor with the tile's own proportions; wall coords and their
// screen gradients worked out per wall, so lines stay crisp at the corners
const float W = 1.0, H = 0.5;
float ax = max(abs(uv.x), 1e-4), ay = max(abs(uv.y), 1e-4);
float sx = sign(uv.x), sy = sign(uv.y);
bool wall = W / ax < H / ay;
float z, u, side;
vec2 gz, gu;
if (wall) {
z = W / ax; u = uv.y * z / H; side = sx;
gz = vec2(-W * sx / (ax * ax), 0.0);
gu = (W / H) * vec2(-uv.y * sx / (ax * ax), 1.0 / ax);
} else {
z = H / ay; u = uv.x * z / W; side = 2.0 + sy;
gz = vec2(0.0, -H * sy / (ay * ay));
gu = (H / W) * vec2(1.0 / ay, -uv.x * sy / (ay * ay));
}
z = min(z, 80.0);
float P = mod(uTokens * 0.02 + iTime * 0.15, 256.0);
vec2 gc = vec2(u * 4.0, z * 3.0 - P);
vec2 fw = px * vec2(4.0 * (abs(gu.x) + abs(gu.y)), 3.0 * (abs(gz.x) + abs(gz.y)));
vec2 gl = abs(fract(gc + 0.5) - 0.5) / max(fw, 1e-5);
vec2 lines = 1.0 - min(gl, 1.0);
// fade lines out before they get too fine to resolve, and right at the lens
float resolve = 1.0 - smoothstep(0.15, 0.45, max(fw.x, fw.y));
float near = smoothstep(0.85, 1.4, z);
float fog = exp(-z * 0.16);
float grid = max(lines.x, lines.y) * resolve * near;
// token packets: light running along the rails toward you
vec2 cell = floor(vec2(gc.x, gc.y / 4.0));
float h = hash12(vec2(mod(cell.y, 64.0), cell.x + side * 31.0));
float lit = step(h, 0.05 + 0.3 * e);
float f = fract(gc.y / 4.0);
float rail = 1.0 - min(abs(fract(gc.x + 0.5) - 0.5) / max(fw.x * 1.6, 1e-5), 1.0);
float packet = lit * rail * smoothstep(0.0, 0.8, f) * smoothstep(1.0, 0.92, f) * resolve * near;
vec3 col = vec3(0.006, 0.007, 0.011);
col += mix(B, A, fog) * grid * fog * (0.5 + 0.45 * e);
col += mix(mix(A, vec3(1.0), 0.6), B, h * 3.0) * packet * fog * (0.7 + 0.5 * e);
col += A * packet * fog * 0.2;
// vanishing point bloom
float r = length(uv * vec2(0.5, 1.0));
col += A * exp(-r * 9.0) * (0.12 + 0.3 * e) + mix(A, vec3(1.0), 0.5) * exp(-r * 40.0) * (0.2 + 0.3 * e);
fragColor = finish(col, fragCoord);
}
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 240.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.878, 0.251, 0.984)
#define TAU 6.28318530718
float hash11(float p) { p = fract(p * 0.1031); p *= p + 33.33; p *= p + p; return fract(p); }
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); }
// the accent, lifted so a dark pick still glows
vec3 accent() { return uColor / max(0.25, max(uColor.r, max(uColor.g, uColor.b))); }
// rotate a colour's hue around the grey axis, for a companion tone
vec3 hueRot(vec3 c, float a) {
const vec3 k = vec3(0.57735027);
float ca = cos(a);
return max(c * ca + cross(k, c) * sin(a) + k * dot(k, c) * (1.0 - ca), 0.0);
}
// 0 at rest, toward 1 as the stream speeds up
float energy() { return 1.0 - exp(-max(uTps, 0.0) / 90.0); }
vec3 stage(vec2 uv) { return vec3(0.008, 0.009, 0.013) + accent() * 0.016 * exp(-dot(uv, uv) * 2.2); }
// soft shoulder so hot cores bloom toward white, plus a dither against banding
vec4 finish(vec3 c, vec2 fc) {
c = 1.0 - exp(-max(c, 0.0) * 1.35);
c += (hash12(fc) + hash12(fc + 17.13) - 1.0) / 255.0;
return vec4(c, 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();
vec3 A = accent();
vec3 B = hueRot(A, 0.9);
// a slight sway so the idle camera still breathes
float sw = mod(iTime * 0.3, TAU);
uv += vec2(0.015 * sin(sw), 0.01 * sin(sw * 1.3 + 1.0));
float roll = 0.015 * sin(sw * 0.7);
uv = mat2(cos(roll), -sin(roll), sin(roll), cos(roll)) * uv;
// a box corridor with the tile's own proportions; wall coords and their
// screen gradients worked out per wall, so lines stay crisp at the corners
const float W = 1.0, H = 0.5;
float ax = max(abs(uv.x), 1e-4), ay = max(abs(uv.y), 1e-4);
float sx = sign(uv.x), sy = sign(uv.y);
bool wall = W / ax < H / ay;
float z, u, side;
vec2 gz, gu;
if (wall) {
z = W / ax; u = uv.y * z / H; side = sx;
gz = vec2(-W * sx / (ax * ax), 0.0);
gu = (W / H) * vec2(-uv.y * sx / (ax * ax), 1.0 / ax);
} else {
z = H / ay; u = uv.x * z / W; side = 2.0 + sy;
gz = vec2(0.0, -H * sy / (ay * ay));
gu = (H / W) * vec2(1.0 / ay, -uv.x * sy / (ay * ay));
}
z = min(z, 80.0);
float P = mod(uTokens * 0.02 + iTime * 0.15, 256.0);
vec2 gc = vec2(u * 4.0, z * 3.0 - P);
vec2 fw = px * vec2(4.0 * (abs(gu.x) + abs(gu.y)), 3.0 * (abs(gz.x) + abs(gz.y)));
vec2 gl = abs(fract(gc + 0.5) - 0.5) / max(fw, 1e-5);
vec2 lines = 1.0 - min(gl, 1.0);
// fade lines out before they get too fine to resolve, and right at the lens
float resolve = 1.0 - smoothstep(0.15, 0.45, max(fw.x, fw.y));
float near = smoothstep(0.85, 1.4, z);
float fog = exp(-z * 0.16);
float grid = max(lines.x, lines.y) * resolve * near;
// token packets: light running along the rails toward you
vec2 cell = floor(vec2(gc.x, gc.y / 4.0));
float h = hash12(vec2(mod(cell.y, 64.0), cell.x + side * 31.0));
float lit = step(h, 0.05 + 0.3 * e);
float f = fract(gc.y / 4.0);
float rail = 1.0 - min(abs(fract(gc.x + 0.5) - 0.5) / max(fw.x * 1.6, 1e-5), 1.0);
float packet = lit * rail * smoothstep(0.0, 0.8, f) * smoothstep(1.0, 0.92, f) * resolve * near;
vec3 col = vec3(0.006, 0.007, 0.011);
col += mix(B, A, fog) * grid * fog * (0.5 + 0.45 * e);
col += mix(mix(A, vec3(1.0), 0.6), B, h * 3.0) * packet * fog * (0.7 + 0.5 * e);
col += A * packet * fog * 0.2;
// vanishing point bloom
float r = length(uv * vec2(0.5, 1.0));
col += A * exp(-r * 9.0) * (0.12 + 0.3 * e) + mix(A, vec3(1.0), 0.5) * exp(-r * 40.0) * (0.2 + 0.3 * e);
fragColor = finish(col, fragCoord);
}
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 #e040fb.