AI CSS Animations

Thought Cloud

A soft cloud of domain warped noise folds over itself like a mind at work. Faster token rates speed its inner currents, deepen the folds and make the bright core glow.

Also known as: ai thinking cloud shader, domain warp noise animation, llm thinking background.

HTML + JS

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-thought-cloud" data-tps="40" data-color="#7c5cff" 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-thought-cloud");
  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;
// Gradient noise on a lattice that repeats every PER cells. Moving offsets are
// wrapped to whole periods, so the motion loops without a seam.
const float PER = 32.0;
// Octave turn and scale: an integer matrix keeps the lattice periodic.
const mat2 OCT = mat2(2.0, -1.0, 1.0, 2.0);

vec2 grad(vec2 i) {
  i = mod(i, PER);
  vec3 q = fract(vec3(i.xyx) * vec3(0.1031, 0.1030, 0.0973));
  q += dot(q, q.yzx + 33.33);
  return fract((q.xx + q.yz) * q.zy) * 2.0 - 1.0;
}

float noise(vec2 p) {
  vec2 i = floor(p), f = fract(p);
  vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
  float a = dot(grad(i), f);
  float b = dot(grad(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0));
  float c = dot(grad(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0));
  float d = dot(grad(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0));
  return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}

// A phase that climbs with x but wraps to the noise period.
float wrapP(float x) { return mod(x, PER); }

// Rotate a colour around the grey axis: hue shifts that follow uColor.
vec3 hue(vec3 c, float a) {
  const vec3 k = vec3(0.57735);
  float ca = cos(a);
  return c * ca + cross(k, c) * sin(a) + k * dot(k, c) * (1.0 - ca);
}

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);
}

// Soft shoulder tone map plus a one step dither against banding.
vec3 finish(vec3 c, vec2 fc) {
  c = 1.0 - exp(-max(c, 0.0));
  return c + (hash12(fc) - 0.5) / 255.0;
}

// Fractal noise; w is a wrapped offset added at every octave, so each octave
// drifts on its own heading and the field boils as well as flows.
float fbm(vec2 p, vec2 w, int oct) {
  float s = 0.0, a = 0.5;
  for (int i = 0; i < 5; i++) {
    if (i >= oct) break;
    s += a * noise(p);
    p = OCT * p + w;
    a *= 0.47;
  }
  return s;
}

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 = 1.0 - exp(-uTps / 80.0);

  // currents: an idle drift on the clock plus a drift that moves with each token
  vec2 w1 = vec2(wrapP(uTokens * 0.0042) + wrapP(iTime * 0.035), wrapP(uTokens * 0.0027));
  vec2 w2 = vec2(-wrapP(uTokens * 0.0031), wrapP(uTokens * 0.0047) + wrapP(iTime * 0.028));
  vec2 ev = vec2(wrapP(uTokens * 0.0019) + wrapP(iTime * 0.012), -wrapP(uTokens * 0.0013));

  vec2 p = uv * vec2(1.35, 1.6);
  float warp = 2.6 + 2.2 * e;
  vec2 q = vec2(fbm(p + w1, ev, 4), fbm(p + vec2(5.2, 1.3) - w1.yx, ev, 4));
  vec2 r = vec2(fbm(p + warp * q + vec2(1.7, 9.2) + w2, ev, 4),
                fbm(p + warp * q + vec2(8.3, 2.8) - w2.yx, ev, 4));
  float f = fbm(p + warp * r, ev, 5);

  // the cloud's outline breathes with the field instead of sitting on a hard oval
  float shape = length(uv * vec2(0.62, 1.12)) - 0.3 - 0.1 * e - 0.32 * f - 0.08 * length(q);
  float body = smoothstep(0.16, -0.1, shape);
  float halo = exp(-max(shape, 0.0) * 7.0) * 0.35;

  float dens = clamp(0.55 + 1.6 * f, 0.0, 1.0);
  vec3 deep = uColor * 0.10;
  vec3 col = mix(deep, uColor * 0.85, dens * dens);
  col = mix(col, hue(uColor, 0.85) * 0.9, clamp(length(q) * 1.4 - 0.25, 0.0, 1.0) * 0.55);
  col += hue(uColor, -0.6) * smoothstep(0.1, 0.5, r.y) * 0.35;
  // a hot core where the folds pile up; hotter as the stream speeds up
  float core = smoothstep(0.18, 0.55, f + 0.12 * length(r));
  col += mix(uColor, vec3(1.0), 0.55) * core * (0.25 + 0.9 * e);

  vec3 c = col * body * (0.75 + 0.9 * e) + uColor * halo * (0.18 + 0.25 * e);
  c += uColor * 0.025 * (1.0 - length(uv) * 0.6);
  fragColor = vec4(finish(c * 1.15, 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>

GLSL for Shadertoy

// Inputs the site passes in, as constants for Shadertoy.
// uTps: tokens per second. uTokens: tokens so far. uColor: the accent.
#define uTps 40.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.486, 0.361, 1.000)

// Gradient noise on a lattice that repeats every PER cells. Moving offsets are
// wrapped to whole periods, so the motion loops without a seam.
const float PER = 32.0;
// Octave turn and scale: an integer matrix keeps the lattice periodic.
const mat2 OCT = mat2(2.0, -1.0, 1.0, 2.0);

vec2 grad(vec2 i) {
  i = mod(i, PER);
  vec3 q = fract(vec3(i.xyx) * vec3(0.1031, 0.1030, 0.0973));
  q += dot(q, q.yzx + 33.33);
  return fract((q.xx + q.yz) * q.zy) * 2.0 - 1.0;
}

float noise(vec2 p) {
  vec2 i = floor(p), f = fract(p);
  vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
  float a = dot(grad(i), f);
  float b = dot(grad(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0));
  float c = dot(grad(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0));
  float d = dot(grad(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0));
  return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}

// A phase that climbs with x but wraps to the noise period.
float wrapP(float x) { return mod(x, PER); }

// Rotate a colour around the grey axis: hue shifts that follow uColor.
vec3 hue(vec3 c, float a) {
  const vec3 k = vec3(0.57735);
  float ca = cos(a);
  return c * ca + cross(k, c) * sin(a) + k * dot(k, c) * (1.0 - ca);
}

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);
}

// Soft shoulder tone map plus a one step dither against banding.
vec3 finish(vec3 c, vec2 fc) {
  c = 1.0 - exp(-max(c, 0.0));
  return c + (hash12(fc) - 0.5) / 255.0;
}

// Fractal noise; w is a wrapped offset added at every octave, so each octave
// drifts on its own heading and the field boils as well as flows.
float fbm(vec2 p, vec2 w, int oct) {
  float s = 0.0, a = 0.5;
  for (int i = 0; i < 5; i++) {
    if (i >= oct) break;
    s += a * noise(p);
    p = OCT * p + w;
    a *= 0.47;
  }
  return s;
}

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 = 1.0 - exp(-uTps / 80.0);

  // currents: an idle drift on the clock plus a drift that moves with each token
  vec2 w1 = vec2(wrapP(uTokens * 0.0042) + wrapP(iTime * 0.035), wrapP(uTokens * 0.0027));
  vec2 w2 = vec2(-wrapP(uTokens * 0.0031), wrapP(uTokens * 0.0047) + wrapP(iTime * 0.028));
  vec2 ev = vec2(wrapP(uTokens * 0.0019) + wrapP(iTime * 0.012), -wrapP(uTokens * 0.0013));

  vec2 p = uv * vec2(1.35, 1.6);
  float warp = 2.6 + 2.2 * e;
  vec2 q = vec2(fbm(p + w1, ev, 4), fbm(p + vec2(5.2, 1.3) - w1.yx, ev, 4));
  vec2 r = vec2(fbm(p + warp * q + vec2(1.7, 9.2) + w2, ev, 4),
                fbm(p + warp * q + vec2(8.3, 2.8) - w2.yx, ev, 4));
  float f = fbm(p + warp * r, ev, 5);

  // the cloud's outline breathes with the field instead of sitting on a hard oval
  float shape = length(uv * vec2(0.62, 1.12)) - 0.3 - 0.1 * e - 0.32 * f - 0.08 * length(q);
  float body = smoothstep(0.16, -0.1, shape);
  float halo = exp(-max(shape, 0.0) * 7.0) * 0.35;

  float dens = clamp(0.55 + 1.6 * f, 0.0, 1.0);
  vec3 deep = uColor * 0.10;
  vec3 col = mix(deep, uColor * 0.85, dens * dens);
  col = mix(col, hue(uColor, 0.85) * 0.9, clamp(length(q) * 1.4 - 0.25, 0.0, 1.0) * 0.55);
  col += hue(uColor, -0.6) * smoothstep(0.1, 0.5, r.y) * 0.35;
  // a hot core where the folds pile up; hotter as the stream speeds up
  float core = smoothstep(0.18, 0.55, f + 0.12 * length(r));
  col += mix(uColor, vec3(1.0), 0.55) * core * (0.25 + 0.9 * e);

  vec3 c = col * body * (0.75 + 0.9 * e) + uColor * halo * (0.18 + 0.25 * e);
  c += uColor * 0.025 * (1.0 - length(uv) * 0.6);
  fragColor = vec4(finish(c * 1.15, fragCoord), 1.0);
}

Customizing this shader

  • Speed: 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.
  • Color: set data-color on the canvas, or change uColor in the Shadertoy version. Currently previewing #7c5cff.
  • Size: style the canvas with CSS. It renders at up to twice your screen's pixel density and stops drawing while it is off screen.
  • Reduced motion: the runner draws a single still frame for people who asked their OS for less motion.

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