A sphere carved from a gyroid lattice, its tunnels sliding through the cut while rings of light pulse out from the core. Token speed sets how fast the lattice drifts and pulses.
Also known as: gyroid shader, raymarched lattice, minimal surface sphere.
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-gyroid-lattice-drift" data-tps="65" data-color="#2fd4b0" 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-gyroid-lattice-drift");
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;
}
vec3 gFlow;
float gyr(vec3 q) { return dot(sin(q), cos(q.yzx)); }
float lattice(vec3 p) { return (abs(gyr(p * 4.2 + gFlow)) - 0.36) / (4.2 * 1.9); }
float map(vec3 p) { return max(lattice(p), length(p) - 1.0); }
vec3 calcNormal(vec3 p) {
vec2 k = vec2(1.0, -1.0) * 0.002;
return normalize(k.xyy * map(p + k.xyy) + k.yyx * map(p + k.yyx) + k.yxy * map(p + k.yxy) + k.xxx * map(p + k.xxx));
}
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);
float e = 1.0 - exp(-uTps / 90.0);
float F = turn(uTokens, 0.0085) + turn(iTime, 0.05);
float G = turn(iTime, 0.035) + turn(uTokens, 0.004);
gFlow = vec3(F, G, F + G);
float wave = fract(iTime * 0.05) + fract(uTokens * 0.0045);
float yaw = turn(iTime, 0.08);
vec3 ro = vec3(0.0, 0.0, 3.4);
vec3 rd = normalize(vec3(uv, -1.36));
ro.yz *= rot(-0.28); rd.yz *= rot(-0.28);
ro.xz *= rot(yaw); rd.xz *= rot(yaw);
vec3 col = acc * 0.016 * smoothstep(1.0, 0.0, length(uv));
float b = dot(ro, rd);
float h = b * b - dot(ro, ro) + 1.0;
float dl = sqrt(max(dot(ro, ro) - b * b, 0.0));
// the soft halo around the sphere
col += acc * exp(-max(dl - 1.0, 0.0) * 9.0) * (0.03 + 0.08 * e) * smoothstep(0.98, 1.02, dl);
if (h > 0.0) {
float t = -b - sqrt(h);
float tEnd = -b + sqrt(h);
float dmin = 1e3, tmin = t;
bool hit = false;
for (int i = 0; i < 64; i++) {
vec3 p = ro + rd * t;
float d = map(p);
if (d < dmin) { dmin = d; tmin = t; }
if (d < 0.0008 * t) { hit = true; break; }
if (t > tEnd) break;
t += max(d * 0.9, 0.002);
}
if (hit || dmin < 0.01) {
vec3 p = ro + rd * tmin;
vec3 n = calcNormal(p);
float rad = length(p);
float cap = smoothstep(-0.004, 0.004, (rad - 1.0) - lattice(p));
vec3 L = normalize(vec3(-0.4, 0.8, 0.5));
float dif = clamp(dot(n, L), 0.0, 1.0);
float ao = clamp(0.35 + 0.65 * map(p + n * 0.06) / 0.06, 0.0, 1.0);
float cosv = clamp(-dot(rd, n), 0.0, 1.0);
float fres = pow(1.0 - cosv, 4.0);
float spec = pow(clamp(dot(reflect(rd, n), L), 0.0, 1.0), 12.0);
// light rings pulse outward from the core
float x = fract(rad * 2.4 - wave);
float ring = smoothstep(0.0, 0.03, x) * exp(-x * 9.0);
vec3 rc = mix(acc, vec3(1.0), 0.45) * ring * (0.35 + 3.0 * e);
float core = exp(-rad * rad * 3.0);
vec3 inside = acc * core * (0.3 + 1.3 * e) * ao;
vec3 lit = mix(acc * 0.015, acc * 0.2, dif) * ao + inside + rc * ao;
lit += mix(acc, vec3(1.0), 0.5) * spec * 0.3 * ao + acc2 * fres * 0.5;
// the cut faces where the sphere slices the lattice
vec3 cut = mix(acc * 0.04, mix(acc, acc2, 0.3) * 0.32, dif) * (0.8 + 0.6 * e) + vec3(1.0) * spec * 0.25;
vec3 s = mix(lit, cut, cap);
// inner depth falls into a coloured fog
s = mix(s, acc * 0.05, smoothstep(0.0, 1.6, tmin - (-b - sqrt(h))) * 0.6 * (1.0 - cap));
float pxw = 1.6 * tmin / (1.36 * iResolution.y);
col = mix(col, s, 1.0 - smoothstep(0.0, pxw, dmin));
}
}
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 65.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.184, 0.831, 0.690)
#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;
}
vec3 gFlow;
float gyr(vec3 q) { return dot(sin(q), cos(q.yzx)); }
float lattice(vec3 p) { return (abs(gyr(p * 4.2 + gFlow)) - 0.36) / (4.2 * 1.9); }
float map(vec3 p) { return max(lattice(p), length(p) - 1.0); }
vec3 calcNormal(vec3 p) {
vec2 k = vec2(1.0, -1.0) * 0.002;
return normalize(k.xyy * map(p + k.xyy) + k.yyx * map(p + k.yyx) + k.yxy * map(p + k.yxy) + k.xxx * map(p + k.xxx));
}
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);
float e = 1.0 - exp(-uTps / 90.0);
float F = turn(uTokens, 0.0085) + turn(iTime, 0.05);
float G = turn(iTime, 0.035) + turn(uTokens, 0.004);
gFlow = vec3(F, G, F + G);
float wave = fract(iTime * 0.05) + fract(uTokens * 0.0045);
float yaw = turn(iTime, 0.08);
vec3 ro = vec3(0.0, 0.0, 3.4);
vec3 rd = normalize(vec3(uv, -1.36));
ro.yz *= rot(-0.28); rd.yz *= rot(-0.28);
ro.xz *= rot(yaw); rd.xz *= rot(yaw);
vec3 col = acc * 0.016 * smoothstep(1.0, 0.0, length(uv));
float b = dot(ro, rd);
float h = b * b - dot(ro, ro) + 1.0;
float dl = sqrt(max(dot(ro, ro) - b * b, 0.0));
// the soft halo around the sphere
col += acc * exp(-max(dl - 1.0, 0.0) * 9.0) * (0.03 + 0.08 * e) * smoothstep(0.98, 1.02, dl);
if (h > 0.0) {
float t = -b - sqrt(h);
float tEnd = -b + sqrt(h);
float dmin = 1e3, tmin = t;
bool hit = false;
for (int i = 0; i < 64; i++) {
vec3 p = ro + rd * t;
float d = map(p);
if (d < dmin) { dmin = d; tmin = t; }
if (d < 0.0008 * t) { hit = true; break; }
if (t > tEnd) break;
t += max(d * 0.9, 0.002);
}
if (hit || dmin < 0.01) {
vec3 p = ro + rd * tmin;
vec3 n = calcNormal(p);
float rad = length(p);
float cap = smoothstep(-0.004, 0.004, (rad - 1.0) - lattice(p));
vec3 L = normalize(vec3(-0.4, 0.8, 0.5));
float dif = clamp(dot(n, L), 0.0, 1.0);
float ao = clamp(0.35 + 0.65 * map(p + n * 0.06) / 0.06, 0.0, 1.0);
float cosv = clamp(-dot(rd, n), 0.0, 1.0);
float fres = pow(1.0 - cosv, 4.0);
float spec = pow(clamp(dot(reflect(rd, n), L), 0.0, 1.0), 12.0);
// light rings pulse outward from the core
float x = fract(rad * 2.4 - wave);
float ring = smoothstep(0.0, 0.03, x) * exp(-x * 9.0);
vec3 rc = mix(acc, vec3(1.0), 0.45) * ring * (0.35 + 3.0 * e);
float core = exp(-rad * rad * 3.0);
vec3 inside = acc * core * (0.3 + 1.3 * e) * ao;
vec3 lit = mix(acc * 0.015, acc * 0.2, dif) * ao + inside + rc * ao;
lit += mix(acc, vec3(1.0), 0.5) * spec * 0.3 * ao + acc2 * fres * 0.5;
// the cut faces where the sphere slices the lattice
vec3 cut = mix(acc * 0.04, mix(acc, acc2, 0.3) * 0.32, dif) * (0.8 + 0.6 * e) + vec3(1.0) * spec * 0.25;
vec3 s = mix(lit, cut, cap);
// inner depth falls into a coloured fog
s = mix(s, acc * 0.05, smoothstep(0.0, 1.6, tmin - (-b - sqrt(h))) * 0.6 * (1.0 - cap));
float pxw = 1.6 * tmin / (1.36 * iResolution.y);
col = mix(col, s, 1.0 - smoothstep(0.0, pxw, dmin));
}
}
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 #2fd4b0.