A phosphor trace runs across a fine scope graticule with a quiet second channel below. Throughput raises its frequency, amplitude and harmonics, and the wave scrolls at token speed.
Also known as: oscilloscope waveform, ai signal trace, audio scope 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-oscilloscope" data-tps="52" data-color="#3cf2a0" 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-oscilloscope");
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);
}
// the trace: a carrier plus harmonics that wake up with throughput
float wave(float x, vec3 P, float f, float amp, float e) {
float w = sin(x * f - P.x) * 0.62
+ sin(x * f * 2.13 - P.y + 1.3) * (0.12 + 0.25 * e)
+ sin(x * f * 4.71 - P.z + 0.4) * 0.14 * e;
float taper = 1.0 - smoothstep(0.75, 1.15, abs(x));
return w * amp * (0.35 + 0.65 * taper);
}
float segDist(vec2 p, vec2 a, vec2 b) {
vec2 pa = p - a, ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba * h);
}
// distance to the trace, from a short polyline around the pixel's column
float trace(vec2 uv, vec3 P, float f, float amp, float e) {
const float st = 0.022;
vec2 a = vec2(uv.x - 2.0 * st, wave(uv.x - 2.0 * st, P, f, amp, e));
float d = 9.0;
for (int i = -1; i <= 2; i++) {
float x = uv.x + float(i) * st;
vec2 b = vec2(x, wave(x, P, f, amp, e));
d = min(d, segDist(uv, a, b));
a = b;
}
return d;
}
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, -0.9);
vec3 col = stage(uv) * 0.8;
// graticule: ten divisions, a brighter centre cross, minor ticks
vec2 g = abs(fract(uv / 0.1 + 0.5) - 0.5) * 0.1;
float grid = smoothstep(px * 1.2, 0.0, min(g.x, g.y));
float axis = smoothstep(px * 1.5, 0.0, min(abs(uv.x), abs(uv.y)));
vec2 t = abs(fract(uv / 0.02 + 0.5) - 0.5) * 0.02;
float ticks = smoothstep(px, 0.0, t.x) * step(abs(uv.y), 0.012) + smoothstep(px, 0.0, t.y) * step(abs(uv.x), 0.012);
col += A * (grid * 0.045 + axis * 0.08 + ticks * 0.08);
// throughput sets frequency and amplitude, tokens drive the phase
float f = mix(4.0, 11.0, e);
float amp = 0.1 + 0.2 * e;
vec3 kp = vec3(0.05, 0.07, 0.09);
vec3 ka = vec3(0.6, 0.9, 1.4);
// phosphor persistence: a short smear behind the beam, never wider than a sliver
float lagT = min(0.02, 0.09 / (kp.x * uTps + ka.x));
float I = 0.0;
for (int j = 0; j < 3; j++) {
float lag = float(j) * lagT;
vec3 P = mod(uTokens * kp + iTime * ka - lag * (uTps * kp + ka), TAU);
float d = trace(uv, P, f, amp, e);
float fade = 1.0 / (1.0 + float(j) * 1.8);
float core = smoothstep(0.0026 + px, 0.0026 - px * 0.5, d);
I += (core + exp(-d * 70.0) * 0.4 + exp(-d * 16.0) * 0.1) * fade;
}
col += mix(A, vec3(1.0), 0.25) * I * (0.65 + 0.45 * e);
// a second, quieter channel underneath
vec3 P2 = mod(uTokens * vec3(0.04, 0.07, 0.1) + iTime * vec3(0.35, 0.5, 0.8) + vec3(2.0, 0.5, 1.0), TAU);
float d2 = trace(uv, P2, f * 0.55, amp * 0.55, e * 0.6);
col += B * (smoothstep(0.0016 + px, 0.0016 - px * 0.5, d2) + exp(-d2 * 50.0) * 0.22) * (0.3 + 0.3 * e);
// phosphor screen: faint scanlines and a vignette
col *= 0.94 + 0.06 * sin(fragCoord.y * 3.14159);
col *= 1.0 - 0.35 * smoothstep(0.6, 1.3, length(uv * vec2(0.8, 1.4)));
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 52.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.235, 0.949, 0.627)
#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);
}
// the trace: a carrier plus harmonics that wake up with throughput
float wave(float x, vec3 P, float f, float amp, float e) {
float w = sin(x * f - P.x) * 0.62
+ sin(x * f * 2.13 - P.y + 1.3) * (0.12 + 0.25 * e)
+ sin(x * f * 4.71 - P.z + 0.4) * 0.14 * e;
float taper = 1.0 - smoothstep(0.75, 1.15, abs(x));
return w * amp * (0.35 + 0.65 * taper);
}
float segDist(vec2 p, vec2 a, vec2 b) {
vec2 pa = p - a, ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba * h);
}
// distance to the trace, from a short polyline around the pixel's column
float trace(vec2 uv, vec3 P, float f, float amp, float e) {
const float st = 0.022;
vec2 a = vec2(uv.x - 2.0 * st, wave(uv.x - 2.0 * st, P, f, amp, e));
float d = 9.0;
for (int i = -1; i <= 2; i++) {
float x = uv.x + float(i) * st;
vec2 b = vec2(x, wave(x, P, f, amp, e));
d = min(d, segDist(uv, a, b));
a = b;
}
return d;
}
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, -0.9);
vec3 col = stage(uv) * 0.8;
// graticule: ten divisions, a brighter centre cross, minor ticks
vec2 g = abs(fract(uv / 0.1 + 0.5) - 0.5) * 0.1;
float grid = smoothstep(px * 1.2, 0.0, min(g.x, g.y));
float axis = smoothstep(px * 1.5, 0.0, min(abs(uv.x), abs(uv.y)));
vec2 t = abs(fract(uv / 0.02 + 0.5) - 0.5) * 0.02;
float ticks = smoothstep(px, 0.0, t.x) * step(abs(uv.y), 0.012) + smoothstep(px, 0.0, t.y) * step(abs(uv.x), 0.012);
col += A * (grid * 0.045 + axis * 0.08 + ticks * 0.08);
// throughput sets frequency and amplitude, tokens drive the phase
float f = mix(4.0, 11.0, e);
float amp = 0.1 + 0.2 * e;
vec3 kp = vec3(0.05, 0.07, 0.09);
vec3 ka = vec3(0.6, 0.9, 1.4);
// phosphor persistence: a short smear behind the beam, never wider than a sliver
float lagT = min(0.02, 0.09 / (kp.x * uTps + ka.x));
float I = 0.0;
for (int j = 0; j < 3; j++) {
float lag = float(j) * lagT;
vec3 P = mod(uTokens * kp + iTime * ka - lag * (uTps * kp + ka), TAU);
float d = trace(uv, P, f, amp, e);
float fade = 1.0 / (1.0 + float(j) * 1.8);
float core = smoothstep(0.0026 + px, 0.0026 - px * 0.5, d);
I += (core + exp(-d * 70.0) * 0.4 + exp(-d * 16.0) * 0.1) * fade;
}
col += mix(A, vec3(1.0), 0.25) * I * (0.65 + 0.45 * e);
// a second, quieter channel underneath
vec3 P2 = mod(uTokens * vec3(0.04, 0.07, 0.1) + iTime * vec3(0.35, 0.5, 0.8) + vec3(2.0, 0.5, 1.0), TAU);
float d2 = trace(uv, P2, f * 0.55, amp * 0.55, e * 0.6);
col += B * (smoothstep(0.0016 + px, 0.0016 - px * 0.5, d2) + exp(-d2 * 50.0) * 0.22) * (0.3 + 0.3 * e);
// phosphor screen: faint scanlines and a vignette
col *= 0.94 + 0.06 * sin(fragCoord.y * 3.14159);
col *= 1.0 - 0.35 * smoothstep(0.6, 1.3, length(uv * vec2(0.8, 1.4)));
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 #3cf2a0.