A glossy raymarched blob of merging liquid lobes that glows from its creases. Faster token output makes it roil harder, its surface rippling and its folds burning hotter.
Also known as: raymarched blob, metaball shader, liquid blob animation.
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-roiling-thought-blob" data-tps="90" data-color="#ff4f8b" 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-roiling-thought-blob");
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 gM0, gM1, gM2, gM3, gP1, gP2, gA;
float smin(float a, float b, float k) {
float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
return mix(b, a, h) - k * h * (1.0 - h);
}
float disp(vec3 p) {
float d = gA.x * sin(p.x * 2.3 + gP1.x) * sin(p.y * 2.1 + gP1.y) * sin(p.z * 2.5 + gP1.z);
vec3 q = p.yzx;
d += gA.y * sin(q.x * 4.7 + gP2.x) * sin(q.y * 4.3 + gP2.y) * sin(q.z * 5.1 + gP2.z);
d += gA.z * sin(p.x * 9.1 + gP2.z) * sin(p.y * 8.3 + gP1.x) * sin(p.z * 8.7 + gP2.y);
return d;
}
float map(vec3 p) {
float d = length(p - gM0) - 0.5;
d = smin(d, length(p - gM1) - 0.47, 0.4);
d = smin(d, length(p - gM2) - 0.42, 0.4);
d = smin(d, length(p - gM3) - 0.4, 0.4);
return d + disp(p);
}
vec3 blobEnv(vec3 r, vec3 acc, vec3 acc2) {
float key = smoothstep(0.84, 0.97, dot(r, normalize(vec3(-0.5, 0.8, 0.45))));
float rimA = smoothstep(0.55, 1.0, dot(r, normalize(vec3(1.0, 0.25, -0.35))));
float rimB = smoothstep(0.55, 1.0, dot(r, normalize(vec3(-1.0, -0.2, -0.3))));
float low = smoothstep(0.1, -0.7, r.y) * 0.06;
return vec3(1.0) * key * 1.8 + acc * rimA * 1.4 + acc2 * rimB * 1.0 + acc * (low + 0.01);
}
vec3 calcNormal(vec3 p) {
vec2 k = vec2(1.0, -1.0) * 0.0015;
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, 0.45);
vec3 hot = mix(acc, vec3(1.0, 0.92, 0.85), 0.55);
float e = 1.0 - exp(-uTps / 90.0);
float a = turn(iTime, 0.23) + turn(uTokens, 0.008);
float b = turn(iTime, 0.17) + turn(uTokens, 0.014);
float c = turn(iTime, 0.29) + turn(uTokens, 0.024);
// two mirrored pairs of lobes, so the mass stays centred while it morphs
gM0 = vec3(0.4 * sin(a), 0.14 * cos(b), 0.25 * sin(b));
gM1 = vec3(-0.4 * sin(a + 0.9), -0.14 * cos(b + 0.7), -0.25 * sin(c));
gM2 = vec3(0.22 * cos(c + 2.0), 0.24 * sin(a + 1.0), 0.3 * cos(b + 2.0));
gM3 = vec3(-0.22 * cos(c + 2.6), -0.24 * sin(a + 1.8), -0.3 * cos(a + 3.0));
gP1 = vec3(a, b + 1.0, c + 2.0);
gP2 = vec3(2.0 * b, c + 1.0, 2.0 * a + 3.0);
gA = vec3(0.085 + 0.07 * e, 0.03 + 0.06 * e, 0.008 + 0.024 * e);
vec3 ro = vec3(0.0, 0.3, 3.4);
vec3 rd = normalize(vec3(uv, -1.5));
rd.yz *= rot(-0.085);
vec3 col = acc * 0.014 * smoothstep(1.1, 0.0, length(uv - vec2(0.0, -0.1)));
// march from the bounding sphere, keeping the closest pass for soft edges
float bb = dot(ro, rd);
float h = bb * bb - dot(ro, ro) + 1.5 * 1.5;
if (h > 0.0) {
float t = -bb - sqrt(h);
float tEnd = -bb + sqrt(h);
float dmin = 1e3, tmin = t;
for (int i = 0; i < 64; i++) {
float d = map(ro + rd * t);
if (d < dmin) { dmin = d; tmin = t; }
if (d < 0.0008 * t || t > tEnd) break;
t += d * 0.8;
}
float pxw = 1.6 * tmin / (1.5 * iResolution.y);
float cover = 1.0 - smoothstep(0.0, pxw, dmin);
if (cover > 0.0) {
vec3 p = ro + rd * tmin;
vec3 n = calcNormal(p);
float ao = clamp(map(p + n * 0.16) / 0.16, 0.0, 1.0);
// how much blob lies behind the surface: thin parts let the inner light through
float thick = clamp(-map(p - n * 0.3) / 0.3, 0.0, 1.0);
float cosv = clamp(-dot(rd, n), 0.0, 1.0);
vec3 r = reflect(rd, n);
float F = 0.08 + 0.92 * pow(1.0 - cosv, 5.0);
// black glass skin: reflections of a soft studio, coloured rims
vec3 body = blobEnv(r, acc, acc2) * F * (0.4 + 0.6 * ao) * 1.6;
body += acc * 0.012 * ao;
// light from the molten core: veins along the moving folds, creases and thin parts
float dv = disp(p);
float vein = exp(-abs(dv + 0.015) * mix(70.0, 45.0, e));
float crease = pow(1.0 - ao, 1.6);
float inner = vein * (0.35 + 0.65 * smoothstep(0.0, 0.5, cosv)) + crease * 0.8 + (1.0 - thick) * 0.25;
body += mix(acc, hot, clamp(vein * e, 0.0, 1.0)) * inner * (0.2 + 2.0 * e) * (1.0 - F);
col = mix(col, body, cover);
}
}
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 90.0
#define uTokens (iTime * uTps)
#define uColor vec3(1.000, 0.310, 0.545)
#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 gM0, gM1, gM2, gM3, gP1, gP2, gA;
float smin(float a, float b, float k) {
float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
return mix(b, a, h) - k * h * (1.0 - h);
}
float disp(vec3 p) {
float d = gA.x * sin(p.x * 2.3 + gP1.x) * sin(p.y * 2.1 + gP1.y) * sin(p.z * 2.5 + gP1.z);
vec3 q = p.yzx;
d += gA.y * sin(q.x * 4.7 + gP2.x) * sin(q.y * 4.3 + gP2.y) * sin(q.z * 5.1 + gP2.z);
d += gA.z * sin(p.x * 9.1 + gP2.z) * sin(p.y * 8.3 + gP1.x) * sin(p.z * 8.7 + gP2.y);
return d;
}
float map(vec3 p) {
float d = length(p - gM0) - 0.5;
d = smin(d, length(p - gM1) - 0.47, 0.4);
d = smin(d, length(p - gM2) - 0.42, 0.4);
d = smin(d, length(p - gM3) - 0.4, 0.4);
return d + disp(p);
}
vec3 blobEnv(vec3 r, vec3 acc, vec3 acc2) {
float key = smoothstep(0.84, 0.97, dot(r, normalize(vec3(-0.5, 0.8, 0.45))));
float rimA = smoothstep(0.55, 1.0, dot(r, normalize(vec3(1.0, 0.25, -0.35))));
float rimB = smoothstep(0.55, 1.0, dot(r, normalize(vec3(-1.0, -0.2, -0.3))));
float low = smoothstep(0.1, -0.7, r.y) * 0.06;
return vec3(1.0) * key * 1.8 + acc * rimA * 1.4 + acc2 * rimB * 1.0 + acc * (low + 0.01);
}
vec3 calcNormal(vec3 p) {
vec2 k = vec2(1.0, -1.0) * 0.0015;
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, 0.45);
vec3 hot = mix(acc, vec3(1.0, 0.92, 0.85), 0.55);
float e = 1.0 - exp(-uTps / 90.0);
float a = turn(iTime, 0.23) + turn(uTokens, 0.008);
float b = turn(iTime, 0.17) + turn(uTokens, 0.014);
float c = turn(iTime, 0.29) + turn(uTokens, 0.024);
// two mirrored pairs of lobes, so the mass stays centred while it morphs
gM0 = vec3(0.4 * sin(a), 0.14 * cos(b), 0.25 * sin(b));
gM1 = vec3(-0.4 * sin(a + 0.9), -0.14 * cos(b + 0.7), -0.25 * sin(c));
gM2 = vec3(0.22 * cos(c + 2.0), 0.24 * sin(a + 1.0), 0.3 * cos(b + 2.0));
gM3 = vec3(-0.22 * cos(c + 2.6), -0.24 * sin(a + 1.8), -0.3 * cos(a + 3.0));
gP1 = vec3(a, b + 1.0, c + 2.0);
gP2 = vec3(2.0 * b, c + 1.0, 2.0 * a + 3.0);
gA = vec3(0.085 + 0.07 * e, 0.03 + 0.06 * e, 0.008 + 0.024 * e);
vec3 ro = vec3(0.0, 0.3, 3.4);
vec3 rd = normalize(vec3(uv, -1.5));
rd.yz *= rot(-0.085);
vec3 col = acc * 0.014 * smoothstep(1.1, 0.0, length(uv - vec2(0.0, -0.1)));
// march from the bounding sphere, keeping the closest pass for soft edges
float bb = dot(ro, rd);
float h = bb * bb - dot(ro, ro) + 1.5 * 1.5;
if (h > 0.0) {
float t = -bb - sqrt(h);
float tEnd = -bb + sqrt(h);
float dmin = 1e3, tmin = t;
for (int i = 0; i < 64; i++) {
float d = map(ro + rd * t);
if (d < dmin) { dmin = d; tmin = t; }
if (d < 0.0008 * t || t > tEnd) break;
t += d * 0.8;
}
float pxw = 1.6 * tmin / (1.5 * iResolution.y);
float cover = 1.0 - smoothstep(0.0, pxw, dmin);
if (cover > 0.0) {
vec3 p = ro + rd * tmin;
vec3 n = calcNormal(p);
float ao = clamp(map(p + n * 0.16) / 0.16, 0.0, 1.0);
// how much blob lies behind the surface: thin parts let the inner light through
float thick = clamp(-map(p - n * 0.3) / 0.3, 0.0, 1.0);
float cosv = clamp(-dot(rd, n), 0.0, 1.0);
vec3 r = reflect(rd, n);
float F = 0.08 + 0.92 * pow(1.0 - cosv, 5.0);
// black glass skin: reflections of a soft studio, coloured rims
vec3 body = blobEnv(r, acc, acc2) * F * (0.4 + 0.6 * ao) * 1.6;
body += acc * 0.012 * ao;
// light from the molten core: veins along the moving folds, creases and thin parts
float dv = disp(p);
float vein = exp(-abs(dv + 0.015) * mix(70.0, 45.0, e));
float crease = pow(1.0 - ao, 1.6);
float inner = vein * (0.35 + 0.65 * smoothstep(0.0, 0.5, cosv)) + crease * 0.8 + (1.0 - thick) * 0.25;
body += mix(acc, hot, clamp(vein * e, 0.0, 1.0)) * inner * (0.2 + 2.0 * e) * (1.0 - F);
col = mix(col, body, cover);
}
}
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 #ff4f8b.