A soap bubble whose thin film swirls with interference colours tinted by the accent. As tokens arrive faster the film drains, swirls and shimmers more turbulently.
Also known as: soap bubble shader, iridescent sphere, thin film interference.
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-soap-film-sphere" data-tps="50" data-color="#8aa8ff" 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-soap-film-sphere");
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;
}
float hash13(vec3 p) { p = fract(p * 0.1031); p += dot(p, p.zyx + 31.32); return fract((p.x + p.y) * p.z); }
float vnoise(vec3 p) {
vec3 i = floor(p), f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(mix(mix(hash13(i), hash13(i + vec3(1, 0, 0)), f.x), mix(hash13(i + vec3(0, 1, 0)), hash13(i + vec3(1, 1, 0)), f.x), f.y),
mix(mix(hash13(i + vec3(0, 0, 1)), hash13(i + vec3(1, 0, 1)), f.x), mix(hash13(i + vec3(0, 1, 1)), hash13(i + vec3(1, 1, 1)), f.x), f.y), f.z);
}
// noise streaming along dir forever: two layers trade places so the phase can wrap
float flowNoise(vec3 p, vec3 dir, float ph) {
float a = fract(ph), b = fract(ph + 0.5);
float w = 1.0 - abs(2.0 * a - 1.0);
return mix(vnoise(p - dir * b + vec3(17.3, 9.1, 4.7)), vnoise(p - dir * a), w);
}
float thickness(vec3 q, float swirl, float churn, float fl, float e) {
vec3 a = q;
a.xz *= rot(swirl + q.y * 2.2);
a += (0.1 + 0.25 * e) * sin(a.zxy * 3.1 + churn);
float n = flowNoise(a * 1.7, vec3(0.0, 1.0, 0.0), fl);
float n2 = vnoise(a * 3.6 + 5.0);
return 0.6 - 0.32 * q.y + (0.45 + 0.3 * e) * (n - 0.5) + (0.12 + 0.12 * e) * (n2 - 0.5);
}
vec3 film(float th, float ct) {
float opd = 2.0 * 1.33 * th * ct;
return 0.5 + 0.5 * cos(TAU * (opd * vec3(1.0, 1.22, 1.5) * 1.6) + vec3(0.0, 0.5, 1.1));
}
vec3 bubbleEnv(vec3 r, vec3 acc) {
float key = smoothstep(0.82, 0.97, dot(r, normalize(vec3(-0.5, 0.6, 0.6))));
float win = smoothstep(0.45, 0.9, r.y) * 0.45;
float fill = smoothstep(0.6, 1.0, dot(r, normalize(vec3(0.9, -0.2, 0.3))));
return vec3(key * 2.6 + win) + acc * (fill * 0.9 + 0.12 + 0.2 * exp(-abs(r.y) * 5.0));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
vec3 acc = toLin(uColor);
float e = 1.0 - exp(-uTps / 90.0);
float swirl = turn(iTime, 0.1) + turn(uTokens, 0.007);
float churn = turn(iTime, 0.3) + turn(uTokens, 0.018);
float fl = fract(iTime * 0.04) + fract(uTokens * 0.0035);
float spin = turn(iTime, 0.07);
vec3 tint = 0.35 + acc * 1.5;
vec3 ro = vec3(0.0, 0.0, 3.6);
vec3 rd = normalize(vec3(uv, -1.32));
vec3 col = acc * 0.012 * smoothstep(1.2, 0.0, length(uv));
float b = dot(ro, rd);
float dl = sqrt(max(dot(ro, ro) - b * b, 0.0));
float pxw = 2.3 / iResolution.y;
float cover = smoothstep(1.0 + pxw, 1.0 - pxw, dl);
if (cover > 0.0) {
float hh = sqrt(max(1.0 - dl * dl, 0.0));
vec3 ro2 = ro; vec3 rd2 = rd;
vec3 s = vec3(0.0);
for (int k = 0; k < 2; k++) {
// k 0 is the front of the bubble, k 1 the inside of its back wall
float t = -b + (k == 0 ? -hh : hh);
vec3 p = ro + rd * t;
vec3 n = normalize(p) * (k == 0 ? 1.0 : -1.0);
vec3 q = p;
q.xz *= rot(spin);
// a faint wobble in the film
n = normalize(n + (0.015 + 0.04 * e) * sin(q.yzx * 7.0 + churn));
float cosi = clamp(abs(dot(rd, n)), 0.0, 1.0);
float ct = sqrt(1.0 - (1.0 - cosi * cosi) / (1.33 * 1.33));
float F = 0.04 + 0.96 * pow(1.0 - cosi, 5.0);
vec3 env = bubbleEnv(reflect(rd, n), acc);
vec3 fc = film(thickness(q, swirl, churn, fl, e), ct) * tint;
vec3 layer = env * fc * (0.22 + 1.6 * F) + fc * acc * (0.05 + 0.12 * e);
s += layer * (k == 0 ? 1.0 : 0.55);
}
// the bright edge where the film is seen side on
s += acc * pow(dl, 12.0) * 0.5;
col = mix(col, col + s, 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 50.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.541, 0.659, 1.000)
#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;
}
float hash13(vec3 p) { p = fract(p * 0.1031); p += dot(p, p.zyx + 31.32); return fract((p.x + p.y) * p.z); }
float vnoise(vec3 p) {
vec3 i = floor(p), f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(mix(mix(hash13(i), hash13(i + vec3(1, 0, 0)), f.x), mix(hash13(i + vec3(0, 1, 0)), hash13(i + vec3(1, 1, 0)), f.x), f.y),
mix(mix(hash13(i + vec3(0, 0, 1)), hash13(i + vec3(1, 0, 1)), f.x), mix(hash13(i + vec3(0, 1, 1)), hash13(i + vec3(1, 1, 1)), f.x), f.y), f.z);
}
// noise streaming along dir forever: two layers trade places so the phase can wrap
float flowNoise(vec3 p, vec3 dir, float ph) {
float a = fract(ph), b = fract(ph + 0.5);
float w = 1.0 - abs(2.0 * a - 1.0);
return mix(vnoise(p - dir * b + vec3(17.3, 9.1, 4.7)), vnoise(p - dir * a), w);
}
float thickness(vec3 q, float swirl, float churn, float fl, float e) {
vec3 a = q;
a.xz *= rot(swirl + q.y * 2.2);
a += (0.1 + 0.25 * e) * sin(a.zxy * 3.1 + churn);
float n = flowNoise(a * 1.7, vec3(0.0, 1.0, 0.0), fl);
float n2 = vnoise(a * 3.6 + 5.0);
return 0.6 - 0.32 * q.y + (0.45 + 0.3 * e) * (n - 0.5) + (0.12 + 0.12 * e) * (n2 - 0.5);
}
vec3 film(float th, float ct) {
float opd = 2.0 * 1.33 * th * ct;
return 0.5 + 0.5 * cos(TAU * (opd * vec3(1.0, 1.22, 1.5) * 1.6) + vec3(0.0, 0.5, 1.1));
}
vec3 bubbleEnv(vec3 r, vec3 acc) {
float key = smoothstep(0.82, 0.97, dot(r, normalize(vec3(-0.5, 0.6, 0.6))));
float win = smoothstep(0.45, 0.9, r.y) * 0.45;
float fill = smoothstep(0.6, 1.0, dot(r, normalize(vec3(0.9, -0.2, 0.3))));
return vec3(key * 2.6 + win) + acc * (fill * 0.9 + 0.12 + 0.2 * exp(-abs(r.y) * 5.0));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
vec3 acc = toLin(uColor);
float e = 1.0 - exp(-uTps / 90.0);
float swirl = turn(iTime, 0.1) + turn(uTokens, 0.007);
float churn = turn(iTime, 0.3) + turn(uTokens, 0.018);
float fl = fract(iTime * 0.04) + fract(uTokens * 0.0035);
float spin = turn(iTime, 0.07);
vec3 tint = 0.35 + acc * 1.5;
vec3 ro = vec3(0.0, 0.0, 3.6);
vec3 rd = normalize(vec3(uv, -1.32));
vec3 col = acc * 0.012 * smoothstep(1.2, 0.0, length(uv));
float b = dot(ro, rd);
float dl = sqrt(max(dot(ro, ro) - b * b, 0.0));
float pxw = 2.3 / iResolution.y;
float cover = smoothstep(1.0 + pxw, 1.0 - pxw, dl);
if (cover > 0.0) {
float hh = sqrt(max(1.0 - dl * dl, 0.0));
vec3 ro2 = ro; vec3 rd2 = rd;
vec3 s = vec3(0.0);
for (int k = 0; k < 2; k++) {
// k 0 is the front of the bubble, k 1 the inside of its back wall
float t = -b + (k == 0 ? -hh : hh);
vec3 p = ro + rd * t;
vec3 n = normalize(p) * (k == 0 ? 1.0 : -1.0);
vec3 q = p;
q.xz *= rot(spin);
// a faint wobble in the film
n = normalize(n + (0.015 + 0.04 * e) * sin(q.yzx * 7.0 + churn));
float cosi = clamp(abs(dot(rd, n)), 0.0, 1.0);
float ct = sqrt(1.0 - (1.0 - cosi * cosi) / (1.33 * 1.33));
float F = 0.04 + 0.96 * pow(1.0 - cosi, 5.0);
vec3 env = bubbleEnv(reflect(rd, n), acc);
vec3 fc = film(thickness(q, swirl, churn, fl, e), ct) * tint;
vec3 layer = env * fc * (0.22 + 1.6 * F) + fc * acc * (0.05 + 0.12 * e);
s += layer * (k == 0 ? 1.0 : 0.55);
}
// the bright edge where the film is seen side on
s += acc * pow(dl, 12.0) * 0.5;
col = mix(col, col + s, 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 #8aa8ff.