AI CSS Animations

Hex Cluster Thinking

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.

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-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>

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 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);
}

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 #4d74ff.
  • 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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