Glowing nebula gas swirls through dark dust lanes over a field of stars. As tokens stream faster the gas churns quicker, its filaments sharpen and the emission brightens.
Also known as: nebula shader, space gas animation, cosmic ai thinking.
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-nebula-gas" data-tps="28" data-color="#ff4fa3" 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-nebula-gas");
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;
// Gradient noise on a lattice that repeats every PER cells. Moving offsets are
// wrapped to whole periods, so the motion loops without a seam.
const float PER = 32.0;
// Octave turn and scale: an integer matrix keeps the lattice periodic.
const mat2 OCT = mat2(2.0, -1.0, 1.0, 2.0);
vec2 grad(vec2 i) {
i = mod(i, PER);
vec3 q = fract(vec3(i.xyx) * vec3(0.1031, 0.1030, 0.0973));
q += dot(q, q.yzx + 33.33);
return fract((q.xx + q.yz) * q.zy) * 2.0 - 1.0;
}
float noise(vec2 p) {
vec2 i = floor(p), f = fract(p);
vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
float a = dot(grad(i), f);
float b = dot(grad(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0));
float c = dot(grad(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0));
float d = dot(grad(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0));
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}
// A phase that climbs with x but wraps to the noise period.
float wrapP(float x) { return mod(x, PER); }
// Rotate a colour around the grey axis: hue shifts that follow uColor.
vec3 hue(vec3 c, float a) {
const vec3 k = vec3(0.57735);
float ca = cos(a);
return c * ca + cross(k, c) * sin(a) + k * dot(k, c) * (1.0 - ca);
}
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);
}
// Soft shoulder tone map plus a one step dither against banding.
vec3 finish(vec3 c, vec2 fc) {
c = 1.0 - exp(-max(c, 0.0));
return c + (hash12(fc) - 0.5) / 255.0;
}
// Fractal noise; w is a wrapped offset added at every octave, so each octave
// drifts on its own heading and the field boils as well as flows.
float fbm(vec2 p, vec2 w, int oct) {
float s = 0.0, a = 0.5;
for (int i = 0; i < 5; i++) {
if (i >= oct) break;
s += a * noise(p);
p = OCT * p + w;
a *= 0.47;
}
return s;
}
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 = 1.0 - exp(-uTps / 75.0);
vec2 p = uv * 1.25;
vec2 w1 = vec2(wrapP(uTokens * 0.0034) + wrapP(iTime * 0.02), wrapP(uTokens * 0.0012));
vec2 w2 = vec2(-wrapP(uTokens * 0.0026), wrapP(uTokens * 0.0041) + wrapP(iTime * 0.016));
vec2 ev = vec2(wrapP(uTokens * 0.0011) + wrapP(iTime * 0.006), wrapP(uTokens * 0.0009));
vec2 q = vec2(fbm(p * 2.0 + w1, ev, 4), fbm(p * 2.0 + vec2(4.7, 2.1) + w2, ev, 4));
float gas = fbm(p + 1.6 * q, ev, 5);
float fil = 1.0 - abs(fbm(p * 2.0 + 0.9 * q + vec2(9.1, 3.3) - w2, ev, 4) * 2.0);
fil = pow(clamp(fil, 0.0, 1.0), 5.0 - 2.0 * e);
float dust = smoothstep(-0.05, 0.3, fbm(p * 2.0 + 2.2 * q.yx + vec2(1.3, 7.7) + w2.yx, ev, 3));
float g1 = smoothstep(-0.25, 0.45, gas);
float g2 = smoothstep(0.0, 0.5, q.x + q.y * 0.6);
vec3 c1 = uColor;
vec3 c2 = hue(uColor, -1.4);
vec3 c3 = hue(uColor, 0.9);
vec3 neb = c1 * g1 * g1 * 0.75 + c2 * g2 * 0.35 * (1.0 - g1 * 0.5);
neb += mix(c3, vec3(1.0), 0.4) * fil * g1 * 0.45;
neb += mix(c1, vec3(1.0), 0.6) * pow(g1, 4.0) * 0.4 * e;
neb *= 1.0 - dust * 0.75;
neb *= 0.55 + 0.85 * e;
// stars: small anti aliased points; a few big ones carry a soft cross
vec3 stars = vec3(0.0);
for (int k = 0; k < 2; k++) {
float sc = k == 0 ? 55.0 : 21.0;
vec2 g = uv * sc + float(k) * 13.0;
vec2 cell = floor(g);
float h = hash12(cell);
vec2 sp = vec2(hash12(cell + 5.1), hash12(cell + 9.7)) * 0.7 + 0.15;
vec2 d = (fract(g) - sp) / sc;
float rad = (k == 0 ? 0.6 : 1.1) * px;
float pt = exp(-dot(d, d) / (rad * rad));
float flare = k == 1 ? (exp(-abs(d.x) / (px * 0.7)) * exp(-abs(d.y) / (px * 9.0)) + exp(-abs(d.y) / (px * 0.7)) * exp(-abs(d.x) / (px * 9.0))) * 0.25 : 0.0;
float on = step(k == 0 ? 0.94 : 0.96, h) * (k == 0 ? 0.7 : 1.0);
float tw = 0.75 + 0.25 * sin(mod(iTime * 1.7, 6.2831853) + h * 60.0);
stars += mix(vec3(0.75, 0.85, 1.0), mix(c1, vec3(1.0), 0.7), h) * (pt + flare) * on * tw;
}
vec3 col = vec3(0.004, 0.003, 0.01) + neb + stars * (1.0 - dust * 0.6) * 0.9;
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 28.0
#define uTokens (iTime * uTps)
#define uColor vec3(1.000, 0.310, 0.639)
// Gradient noise on a lattice that repeats every PER cells. Moving offsets are
// wrapped to whole periods, so the motion loops without a seam.
const float PER = 32.0;
// Octave turn and scale: an integer matrix keeps the lattice periodic.
const mat2 OCT = mat2(2.0, -1.0, 1.0, 2.0);
vec2 grad(vec2 i) {
i = mod(i, PER);
vec3 q = fract(vec3(i.xyx) * vec3(0.1031, 0.1030, 0.0973));
q += dot(q, q.yzx + 33.33);
return fract((q.xx + q.yz) * q.zy) * 2.0 - 1.0;
}
float noise(vec2 p) {
vec2 i = floor(p), f = fract(p);
vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
float a = dot(grad(i), f);
float b = dot(grad(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0));
float c = dot(grad(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0));
float d = dot(grad(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0));
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}
// A phase that climbs with x but wraps to the noise period.
float wrapP(float x) { return mod(x, PER); }
// Rotate a colour around the grey axis: hue shifts that follow uColor.
vec3 hue(vec3 c, float a) {
const vec3 k = vec3(0.57735);
float ca = cos(a);
return c * ca + cross(k, c) * sin(a) + k * dot(k, c) * (1.0 - ca);
}
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);
}
// Soft shoulder tone map plus a one step dither against banding.
vec3 finish(vec3 c, vec2 fc) {
c = 1.0 - exp(-max(c, 0.0));
return c + (hash12(fc) - 0.5) / 255.0;
}
// Fractal noise; w is a wrapped offset added at every octave, so each octave
// drifts on its own heading and the field boils as well as flows.
float fbm(vec2 p, vec2 w, int oct) {
float s = 0.0, a = 0.5;
for (int i = 0; i < 5; i++) {
if (i >= oct) break;
s += a * noise(p);
p = OCT * p + w;
a *= 0.47;
}
return s;
}
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 = 1.0 - exp(-uTps / 75.0);
vec2 p = uv * 1.25;
vec2 w1 = vec2(wrapP(uTokens * 0.0034) + wrapP(iTime * 0.02), wrapP(uTokens * 0.0012));
vec2 w2 = vec2(-wrapP(uTokens * 0.0026), wrapP(uTokens * 0.0041) + wrapP(iTime * 0.016));
vec2 ev = vec2(wrapP(uTokens * 0.0011) + wrapP(iTime * 0.006), wrapP(uTokens * 0.0009));
vec2 q = vec2(fbm(p * 2.0 + w1, ev, 4), fbm(p * 2.0 + vec2(4.7, 2.1) + w2, ev, 4));
float gas = fbm(p + 1.6 * q, ev, 5);
float fil = 1.0 - abs(fbm(p * 2.0 + 0.9 * q + vec2(9.1, 3.3) - w2, ev, 4) * 2.0);
fil = pow(clamp(fil, 0.0, 1.0), 5.0 - 2.0 * e);
float dust = smoothstep(-0.05, 0.3, fbm(p * 2.0 + 2.2 * q.yx + vec2(1.3, 7.7) + w2.yx, ev, 3));
float g1 = smoothstep(-0.25, 0.45, gas);
float g2 = smoothstep(0.0, 0.5, q.x + q.y * 0.6);
vec3 c1 = uColor;
vec3 c2 = hue(uColor, -1.4);
vec3 c3 = hue(uColor, 0.9);
vec3 neb = c1 * g1 * g1 * 0.75 + c2 * g2 * 0.35 * (1.0 - g1 * 0.5);
neb += mix(c3, vec3(1.0), 0.4) * fil * g1 * 0.45;
neb += mix(c1, vec3(1.0), 0.6) * pow(g1, 4.0) * 0.4 * e;
neb *= 1.0 - dust * 0.75;
neb *= 0.55 + 0.85 * e;
// stars: small anti aliased points; a few big ones carry a soft cross
vec3 stars = vec3(0.0);
for (int k = 0; k < 2; k++) {
float sc = k == 0 ? 55.0 : 21.0;
vec2 g = uv * sc + float(k) * 13.0;
vec2 cell = floor(g);
float h = hash12(cell);
vec2 sp = vec2(hash12(cell + 5.1), hash12(cell + 9.7)) * 0.7 + 0.15;
vec2 d = (fract(g) - sp) / sc;
float rad = (k == 0 ? 0.6 : 1.1) * px;
float pt = exp(-dot(d, d) / (rad * rad));
float flare = k == 1 ? (exp(-abs(d.x) / (px * 0.7)) * exp(-abs(d.y) / (px * 9.0)) + exp(-abs(d.y) / (px * 0.7)) * exp(-abs(d.x) / (px * 9.0))) * 0.25 : 0.0;
float on = step(k == 0 ? 0.94 : 0.96, h) * (k == 0 ? 0.7 : 1.0);
float tw = 0.75 + 0.25 * sin(mod(iTime * 1.7, 6.2831853) + h * 60.0);
stars += mix(vec3(0.75, 0.85, 1.0), mix(c1, vec3(1.0), 0.7), h) * (pt + flare) * on * tw;
}
vec3 col = vec3(0.004, 0.003, 0.01) + neb + stars * (1.0 - dust * 0.6) * 0.9;
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 #ff4fa3.