Glossy blobs drift on slow orbits, melting into one another and pulling apart with lit rims. A faster stream pushes them quicker and brings more blobs into the mix.
Also known as: metaball blobs, liquid merge, lava lamp shader.
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-thinking-metaballs" data-tps="4" data-color="#b46cff" 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-thinking-metaballs");
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);
}
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();
vec3 A = accent();
vec3 B = hueRot(A, -0.8);
vec3 col = stage(uv);
// soft blobs on slow orbits; tokens push the orbits, more blobs join at speed
float F = 0.0;
vec2 grad = vec2(0.0);
float tint = 0.0;
float base = uTokens * 0.005 + iTime * 0.13;
for (int i = 0; i < 7; i++) {
float fi = float(i);
float h = hash11(fi * 3.7 + 1.0);
float m = 0.6 + 0.8 * h;
float ph = mod(base * m + fi * 1.9, TAU);
float ph2 = mod(base * (2.0 - m) * 1.3 + fi * 2.7, TAU);
vec2 c = vec2(0.72 * sin(ph) * (0.6 + 0.4 * h), 0.25 * sin(ph2 + h * 3.0));
float jt = mod(iTime * (2.1 + h), TAU);
c += 0.06 * e * vec2(sin(jt), cos(jt * 1.3));
float present = i < 4 ? 1.0 : smoothstep(0.08 + 0.17 * (fi - 4.0), 0.28 + 0.17 * (fi - 4.0), e);
float rr = (0.1 + 0.05 * h) * (0.9 + 0.2 * e) * mix(0.12, 1.0, present);
vec2 q = uv - c;
float k = exp(-dot(q, q) / (rr * rr)) * smoothstep(0.0, 0.25, present);
F += k;
grad += k * (-2.0 * q / (rr * rr));
tint += k * h;
}
tint /= max(F, 1e-4);
const float T = 0.42;
float gl = max(length(grad), 0.5);
float d = (T - F) / gl;
// shade the field as a soft glass height map
vec3 n = normalize(vec3(-grad * 0.05, 1.0));
vec3 L = normalize(vec3(-0.5, 0.6, 0.65));
float diff = max(dot(n, L), 0.0);
float spec = pow(max(dot(reflect(-L, n), vec3(0.0, 0.0, 1.0)), 0.0), 28.0);
float fres = pow(1.0 - n.z, 1.5);
float inside = smoothstep(px, -px, d);
vec3 body = mix(A, B, tint);
vec3 surf = body * (0.1 + 0.3 * diff) + mix(body, vec3(1.0), 0.5) * fres * 0.8 + vec3(1.0) * spec * 0.45;
col = mix(col, surf * (1.0 + 0.4 * e), inside);
// rim and outer glow
col += mix(body, vec3(1.0), 0.35) * smoothstep(px * 1.5, 0.0, abs(d)) * 0.55;
col += body * exp(-max(d, 0.0) * mix(28.0, 15.0, e)) * (0.16 + 0.2 * e) * (1.0 - inside);
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>// Inputs the site passes in, as constants for Shadertoy.
// uTps: tokens per second. uTokens: tokens so far. uColor: the accent.
#define uTps 4.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.706, 0.424, 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);
}
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();
vec3 A = accent();
vec3 B = hueRot(A, -0.8);
vec3 col = stage(uv);
// soft blobs on slow orbits; tokens push the orbits, more blobs join at speed
float F = 0.0;
vec2 grad = vec2(0.0);
float tint = 0.0;
float base = uTokens * 0.005 + iTime * 0.13;
for (int i = 0; i < 7; i++) {
float fi = float(i);
float h = hash11(fi * 3.7 + 1.0);
float m = 0.6 + 0.8 * h;
float ph = mod(base * m + fi * 1.9, TAU);
float ph2 = mod(base * (2.0 - m) * 1.3 + fi * 2.7, TAU);
vec2 c = vec2(0.72 * sin(ph) * (0.6 + 0.4 * h), 0.25 * sin(ph2 + h * 3.0));
float jt = mod(iTime * (2.1 + h), TAU);
c += 0.06 * e * vec2(sin(jt), cos(jt * 1.3));
float present = i < 4 ? 1.0 : smoothstep(0.08 + 0.17 * (fi - 4.0), 0.28 + 0.17 * (fi - 4.0), e);
float rr = (0.1 + 0.05 * h) * (0.9 + 0.2 * e) * mix(0.12, 1.0, present);
vec2 q = uv - c;
float k = exp(-dot(q, q) / (rr * rr)) * smoothstep(0.0, 0.25, present);
F += k;
grad += k * (-2.0 * q / (rr * rr));
tint += k * h;
}
tint /= max(F, 1e-4);
const float T = 0.42;
float gl = max(length(grad), 0.5);
float d = (T - F) / gl;
// shade the field as a soft glass height map
vec3 n = normalize(vec3(-grad * 0.05, 1.0));
vec3 L = normalize(vec3(-0.5, 0.6, 0.65));
float diff = max(dot(n, L), 0.0);
float spec = pow(max(dot(reflect(-L, n), vec3(0.0, 0.0, 1.0)), 0.0), 28.0);
float fres = pow(1.0 - n.z, 1.5);
float inside = smoothstep(px, -px, d);
vec3 body = mix(A, B, tint);
vec3 surf = body * (0.1 + 0.3 * diff) + mix(body, vec3(1.0), 0.5) * fres * 0.8 + vec3(1.0) * spec * 0.45;
col = mix(col, surf * (1.0 + 0.4 * e), inside);
// rim and outer glow
col += mix(body, vec3(1.0), 0.35) * smoothstep(px * 1.5, 0.0, abs(d)) * 0.55;
col += body * exp(-max(d, 0.0) * mix(28.0, 15.0, e)) * (0.16 + 0.2 * e) * (1.0 - inside);
fragColor = finish(col, fragCoord);
}
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 #b46cff.