A dark honeycomb where thoughts start at glowing seed cells and spread cell to cell, leaving a fading trail. More tokens wake more seeds and push every front faster.
Also known as: hexagon grid glow, honeycomb cells, hex activation.
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-hex-cluster-thinking" data-tps="16" data-color="#4d74ff" 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-hex-cluster-thinking");
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);
}
vec4 hexCell(vec2 p) {
const vec2 s = vec2(1.0, 1.7320508);
vec4 hc = floor(vec4(p, p - vec2(0.5, 1.0)) / s.xyxy) + 0.5;
vec4 h = vec4(p - hc.xy * s, p - (hc.zw + 0.5) * s);
return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? vec4(h.xy, hc.xy) : vec4(h.zw, hc.zw + 0.5);
}
float hexDist(vec2 p) {
p = abs(p);
return max(dot(p, vec2(0.5, 0.8660254)), p.x);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float e = energy();
vec3 A = accent();
vec3 B = hueRot(A, -0.85);
vec3 col = stage(uv);
const float S = 9.0;
vec2 p = uv * S;
vec4 h = hexCell(p);
vec2 local = h.xy;
vec2 centre = p - local;
vec2 cid = mod(h.zw, 256.0);
float hd = hexDist(local);
float pxs = S / iResolution.y;
vec2 span = vec2(0.44 * S * iResolution.x / iResolution.y, 0.38 * S);
// a few seeds, each starting a thought that spreads out cell by cell;
// more tokens wake more seeds and push every front faster
float base = uTokens * 0.0025 + iTime * 0.07;
float seeds = 3.0 + 5.0 * e;
float jit = hash12(cid + 3.7);
float conduct = smoothstep(jit - 0.06, jit + 0.06, 0.7 + 0.28 * e);
float act = 0.0, fresh = 0.0, nodes = 0.0;
for (int i = 0; i < 8; i++) {
float fi = float(i);
float w = clamp(seeds - fi, 0.0, 1.0);
if (w <= 0.0) continue;
float cyc = base + fi * 0.618 + hash11(fi * 5.3);
float n = mod(floor(cyc), 512.0);
float ph = fract(cyc);
vec2 sp = (vec2(hash12(vec2(n, fi)), hash12(vec2(n + 0.5, fi + 9.0))) - 0.5) * 2.0 * span;
vec2 sc = sp - hexCell(sp).xy;
float dc = length(centre - sc);
// uneven paths: some cells carry the thought a little later than others
float dj = dc + step(0.5, dc) * 1.3 * hash12(cid + fi * 7.1);
float x = ph * 7.5 - dj;
float env = smoothstep(0.0, 0.12, ph) * pow(1.0 - ph, 1.5) * w;
float lead = smoothstep(-0.9, 0.0, x);
float a = lead * exp(-max(x, 0.0) * 0.6) * env * mix(conduct, 1.0, step(dc, 0.5));
if (a > act) { act = a; fresh = lead * exp(-max(x, 0.0) * 2.2); }
nodes += exp(-length(p - sc) * 9.0) * env;
}
float inset = 0.41;
float edge = hd - inset;
float inside = smoothstep(pxs, -pxs, edge);
float rim = smoothstep(pxs * 1.3, 0.0, abs(edge));
vec3 cc = mix(A, B, fresh);
// resting cells: thin dark outlines
col += A * rim * 0.055;
// lit cells: an emissive edge, a soft inner glow and a little bloom into the gap
float ra = smoothstep(0.03, 0.6, act);
col += mix(cc, vec3(1.0), 0.35 * act) * rim * ra * 1.5;
col += cc * inside * exp(-max(-edge, 0.0) * 7.0) * act * 0.7;
col += cc * inside * act * 0.07;
col += cc * exp(-max(edge, 0.0) * 32.0) * (1.0 - inside) * act * 0.3;
// the seed nodes
col += mix(B, vec3(1.0), 0.6) * nodes * 0.9;
col *= 1.0 - 0.4 * smoothstep(0.65, 1.25, length(uv * vec2(0.75, 1.3)));
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 16.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.302, 0.455, 1.000)
#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);
}
vec4 hexCell(vec2 p) {
const vec2 s = vec2(1.0, 1.7320508);
vec4 hc = floor(vec4(p, p - vec2(0.5, 1.0)) / s.xyxy) + 0.5;
vec4 h = vec4(p - hc.xy * s, p - (hc.zw + 0.5) * s);
return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? vec4(h.xy, hc.xy) : vec4(h.zw, hc.zw + 0.5);
}
float hexDist(vec2 p) {
p = abs(p);
return max(dot(p, vec2(0.5, 0.8660254)), p.x);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float e = energy();
vec3 A = accent();
vec3 B = hueRot(A, -0.85);
vec3 col = stage(uv);
const float S = 9.0;
vec2 p = uv * S;
vec4 h = hexCell(p);
vec2 local = h.xy;
vec2 centre = p - local;
vec2 cid = mod(h.zw, 256.0);
float hd = hexDist(local);
float pxs = S / iResolution.y;
vec2 span = vec2(0.44 * S * iResolution.x / iResolution.y, 0.38 * S);
// a few seeds, each starting a thought that spreads out cell by cell;
// more tokens wake more seeds and push every front faster
float base = uTokens * 0.0025 + iTime * 0.07;
float seeds = 3.0 + 5.0 * e;
float jit = hash12(cid + 3.7);
float conduct = smoothstep(jit - 0.06, jit + 0.06, 0.7 + 0.28 * e);
float act = 0.0, fresh = 0.0, nodes = 0.0;
for (int i = 0; i < 8; i++) {
float fi = float(i);
float w = clamp(seeds - fi, 0.0, 1.0);
if (w <= 0.0) continue;
float cyc = base + fi * 0.618 + hash11(fi * 5.3);
float n = mod(floor(cyc), 512.0);
float ph = fract(cyc);
vec2 sp = (vec2(hash12(vec2(n, fi)), hash12(vec2(n + 0.5, fi + 9.0))) - 0.5) * 2.0 * span;
vec2 sc = sp - hexCell(sp).xy;
float dc = length(centre - sc);
// uneven paths: some cells carry the thought a little later than others
float dj = dc + step(0.5, dc) * 1.3 * hash12(cid + fi * 7.1);
float x = ph * 7.5 - dj;
float env = smoothstep(0.0, 0.12, ph) * pow(1.0 - ph, 1.5) * w;
float lead = smoothstep(-0.9, 0.0, x);
float a = lead * exp(-max(x, 0.0) * 0.6) * env * mix(conduct, 1.0, step(dc, 0.5));
if (a > act) { act = a; fresh = lead * exp(-max(x, 0.0) * 2.2); }
nodes += exp(-length(p - sc) * 9.0) * env;
}
float inset = 0.41;
float edge = hd - inset;
float inside = smoothstep(pxs, -pxs, edge);
float rim = smoothstep(pxs * 1.3, 0.0, abs(edge));
vec3 cc = mix(A, B, fresh);
// resting cells: thin dark outlines
col += A * rim * 0.055;
// lit cells: an emissive edge, a soft inner glow and a little bloom into the gap
float ra = smoothstep(0.03, 0.6, act);
col += mix(cc, vec3(1.0), 0.35 * act) * rim * ra * 1.5;
col += cc * inside * exp(-max(-edge, 0.0) * 7.0) * act * 0.7;
col += cc * inside * act * 0.07;
col += cc * exp(-max(edge, 0.0) * 32.0) * (1.0 - inside) * act * 0.3;
// the seed nodes
col += mix(B, vec3(1.0), 0.6) * nodes * 0.9;
col *= 1.0 - 0.4 * smoothstep(0.65, 1.25, length(uv * vec2(0.75, 1.3)));
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 #4d74ff.