Hot sparks spray from a single point and arc down under gravity as they cool. A faster stream throws more sparks, quicker and in longer streaks, around a brighter core.
Also known as: spark fountain, grinder sparks.
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-spark-burst" data-tps="95" data-color="#ff8a3d" 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-spark-burst");
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
uint hu(uint x) { x ^= x >> 16u; x *= 0x7feb352du; x ^= x >> 15u; x *= 0x846ca68bu; x ^= x >> 16u; return x; }
float hf(uint x) { return float(hu(x) >> 8u) * (1.0 / 16777216.0); }
float h1(float a) { return hf(uint(int(floor(a)))); }
float h2(vec2 a) { ivec2 i = ivec2(floor(a)); return hf(uint(i.x) * 0x27d4eb2du ^ hu(uint(i.y) + 0x9e3779b9u)); }
float h3(vec3 a) { ivec3 i = ivec3(floor(a)); return hf(uint(i.x) * 0x27d4eb2du ^ hu(uint(i.y) * 0x165667b1u ^ hu(uint(i.z) + 0x9e3779b9u))); }
float segd(vec2 p, vec2 a, vec2 b, out float t) {
vec2 pa = p - a, ba = b - a;
t = clamp(dot(pa, ba) / max(dot(ba, ba), 1e-9), 0.0, 1.0);
return length(pa - ba * t);
}
vec3 tone(vec3 c) { return 1.0 - exp(-c); }
float dither(vec2 f) { return (h2(f) - 0.5) / 255.0; }
// 0 at idle, about 0.23 at 15 tok/s, 0.46 at 60, 0.7 at 200, 1 at 800
float energy() { return clamp(log2(1.0 + max(uTps, 0.0) / 8.0) / log2(101.0), 0.0, 1.0); }
vec2 sparkPos(vec2 o, vec2 dir, float v0, float tau) {
return o + dir * v0 * (1.0 - exp(-1.3 * tau)) / 1.3 - vec2(0.0, 0.45 * tau * tau);
}
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 = energy();
float tk = mod(uTokens, 65536.0);
float it = mod(iTime, 4096.0);
vec2 o = vec2(0.0, -0.02);
vec3 col = vec3(0.005, 0.004, 0.006) + uColor * 0.018 * (1.0 - uv.y);
for (int i = 0; i < 48; i++) {
float fi = float(i);
float vis = smoothstep(fi - 1.5, fi + 1.5, 16.0 + 34.0 * e);
if (vis <= 0.0) break;
float n = 7.0 + floor(h1(fi * 5.0 + 1.0) * 5.0);
float q = tk * n / 1024.0 + it * n / 64.0 + h1(fi * 5.0 + 2.0);
float age = fract(q);
float cyc = mod(floor(q), 64.0);
float s1 = h3(vec3(fi, cyc, 1.0)), s2 = h3(vec3(fi, cyc, 2.0)), s3 = h3(vec3(fi, cyc, 3.0));
float ang = 1.5708 + (s1 - 0.5) * 2.9;
vec2 dir = vec2(cos(ang), sin(ang));
float v0 = mix(0.55, 2.0, s2 * s2);
float life = mix(0.8, 1.35, s3);
float tau = age * life;
float cps = max(uTps, 0.0) * n / 1024.0 + n / 64.0;
float dt = clamp(cps * life * 0.06, 0.006, 0.36);
vec2 a = sparkPos(o, dir * vec2(1.3, 1.0), v0, tau);
vec2 b = sparkPos(o, dir * vec2(1.3, 1.0), v0, max(tau - dt, 0.0));
float tt;
float d = segd(uv, a, b, tt);
float heat = 1.0 - age;
float w = 0.0026 * (0.6 + 0.7 * heat) + px * 0.35;
float I = pow(heat, 0.8) * smoothstep(0.0, 0.03, age) * 1.3;
float shape = smoothstep(w + px, w - px, d) + w * w * 5.0 / (d * d + w * w * 5.0) * 0.45;
shape *= mix(1.0, 0.3, tt);
vec3 sc = mix(uColor * 0.7, mix(uColor, vec3(1.0, 0.96, 0.9), 0.8), heat * heat);
col += sc * I * shape * vis * (0.9 + 0.5 * e);
}
// the hot point everything is thrown from
vec2 d0 = uv - o;
float r2 = dot(d0, d0);
col += mix(uColor, vec3(1.0), 0.7) * exp(-r2 / 0.0006) * (0.8 + 1.2 * e);
col += uColor * 0.005 / (r2 + 0.005) * (0.18 + 0.4 * e);
col += mix(uColor, vec3(1.0), 0.3) * exp(-abs(d0.y) * 110.0) * exp(-abs(d0.x) * 3.5) * (0.04 + 0.2 * e);
col *= 1.0 - 0.25 * dot(uv * vec2(0.5, 1.0), uv * vec2(0.5, 1.0));
col = tone(col * 1.25);
fragColor = vec4(col + dither(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 95.0
#define uTokens (iTime * uTps)
#define uColor vec3(1.000, 0.541, 0.239)
#define TAU 6.28318530718
uint hu(uint x) { x ^= x >> 16u; x *= 0x7feb352du; x ^= x >> 15u; x *= 0x846ca68bu; x ^= x >> 16u; return x; }
float hf(uint x) { return float(hu(x) >> 8u) * (1.0 / 16777216.0); }
float h1(float a) { return hf(uint(int(floor(a)))); }
float h2(vec2 a) { ivec2 i = ivec2(floor(a)); return hf(uint(i.x) * 0x27d4eb2du ^ hu(uint(i.y) + 0x9e3779b9u)); }
float h3(vec3 a) { ivec3 i = ivec3(floor(a)); return hf(uint(i.x) * 0x27d4eb2du ^ hu(uint(i.y) * 0x165667b1u ^ hu(uint(i.z) + 0x9e3779b9u))); }
float segd(vec2 p, vec2 a, vec2 b, out float t) {
vec2 pa = p - a, ba = b - a;
t = clamp(dot(pa, ba) / max(dot(ba, ba), 1e-9), 0.0, 1.0);
return length(pa - ba * t);
}
vec3 tone(vec3 c) { return 1.0 - exp(-c); }
float dither(vec2 f) { return (h2(f) - 0.5) / 255.0; }
// 0 at idle, about 0.23 at 15 tok/s, 0.46 at 60, 0.7 at 200, 1 at 800
float energy() { return clamp(log2(1.0 + max(uTps, 0.0) / 8.0) / log2(101.0), 0.0, 1.0); }
vec2 sparkPos(vec2 o, vec2 dir, float v0, float tau) {
return o + dir * v0 * (1.0 - exp(-1.3 * tau)) / 1.3 - vec2(0.0, 0.45 * tau * tau);
}
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 = energy();
float tk = mod(uTokens, 65536.0);
float it = mod(iTime, 4096.0);
vec2 o = vec2(0.0, -0.02);
vec3 col = vec3(0.005, 0.004, 0.006) + uColor * 0.018 * (1.0 - uv.y);
for (int i = 0; i < 48; i++) {
float fi = float(i);
float vis = smoothstep(fi - 1.5, fi + 1.5, 16.0 + 34.0 * e);
if (vis <= 0.0) break;
float n = 7.0 + floor(h1(fi * 5.0 + 1.0) * 5.0);
float q = tk * n / 1024.0 + it * n / 64.0 + h1(fi * 5.0 + 2.0);
float age = fract(q);
float cyc = mod(floor(q), 64.0);
float s1 = h3(vec3(fi, cyc, 1.0)), s2 = h3(vec3(fi, cyc, 2.0)), s3 = h3(vec3(fi, cyc, 3.0));
float ang = 1.5708 + (s1 - 0.5) * 2.9;
vec2 dir = vec2(cos(ang), sin(ang));
float v0 = mix(0.55, 2.0, s2 * s2);
float life = mix(0.8, 1.35, s3);
float tau = age * life;
float cps = max(uTps, 0.0) * n / 1024.0 + n / 64.0;
float dt = clamp(cps * life * 0.06, 0.006, 0.36);
vec2 a = sparkPos(o, dir * vec2(1.3, 1.0), v0, tau);
vec2 b = sparkPos(o, dir * vec2(1.3, 1.0), v0, max(tau - dt, 0.0));
float tt;
float d = segd(uv, a, b, tt);
float heat = 1.0 - age;
float w = 0.0026 * (0.6 + 0.7 * heat) + px * 0.35;
float I = pow(heat, 0.8) * smoothstep(0.0, 0.03, age) * 1.3;
float shape = smoothstep(w + px, w - px, d) + w * w * 5.0 / (d * d + w * w * 5.0) * 0.45;
shape *= mix(1.0, 0.3, tt);
vec3 sc = mix(uColor * 0.7, mix(uColor, vec3(1.0, 0.96, 0.9), 0.8), heat * heat);
col += sc * I * shape * vis * (0.9 + 0.5 * e);
}
// the hot point everything is thrown from
vec2 d0 = uv - o;
float r2 = dot(d0, d0);
col += mix(uColor, vec3(1.0), 0.7) * exp(-r2 / 0.0006) * (0.8 + 1.2 * e);
col += uColor * 0.005 / (r2 + 0.005) * (0.18 + 0.4 * e);
col += mix(uColor, vec3(1.0), 0.3) * exp(-abs(d0.y) * 110.0) * exp(-abs(d0.x) * 3.5) * (0.04 + 0.2 * e);
col *= 1.0 - 0.25 * dot(uv * vec2(0.5, 1.0), uv * vec2(0.5, 1.0));
col = tone(col * 1.25);
fragColor = vec4(col + dither(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 #ff8a3d.