Columns of glyph-like tokens fall through the dark in glowing runs. Faster token rates light more columns, lengthen every run and smear the glyphs into streaks.
Also known as: matrix rain tokens, falling glyph columns.
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-token-rain" data-tps="48" data-color="#4ff0b8" 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-token-rain");
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); }
// One layer of falling glyph columns. Each column is a stream of 3x5 glyphs
// that falls at its own whole-number fraction of the token rate.
vec3 rainLayer(vec2 uv, float cw, float lid, float spd, float e, float tk, float it, float px) {
float ch = cw * 1.4;
float col = floor(uv.x / cw);
float hc = h2(vec2(col, lid * 31.0 + 1.0));
float hc2 = h2(vec2(col, lid * 31.0 + 2.0));
float n = 5.0 + floor(hc * 6.0);
float vel = (max(uTps, 0.0) * n / 64.0 + n / 32.0) * spd;
float scroll = (tk * n / 64.0 + it * n / 32.0) * spd;
float yw = uv.y / ch + scroll + floor(h2(vec2(col, lid * 31.0 + 5.0)) * 16.0) + 0.37 * hc;
float sm = mod(floor(yw), 256.0);
float seg = floor(sm / 16.0);
float hs = h3(vec3(col, seg, lid));
float hs2 = h3(vec3(col, seg, lid + 7.0));
float hs3 = h3(vec3(col, seg, lid + 13.0));
float len = mix(1.5, 11.5, clamp(e * (0.35 + 0.65 * hs) + 0.1, 0.0, 1.0));
float j = sm - seg * 16.0 - floor(hs2 * 4.0);
float jf = j + fract(yw);
float inRun = step(0.0, j) * clamp(len - j, 0.0, 1.0);
float segOn = smoothstep(hs3 - 0.12, hs3 + 0.12, 0.4 + 0.55 * e);
float colOn = smoothstep(hc2 - 0.12, hc2 + 0.12, 0.3 + 0.65 * e);
float a = inRun * segOn * colOn;
if (a <= 0.0) return vec3(0.0);
float env = exp(-max(jf - 1.0, 0.0) / max(len * 0.38, 0.6));
float head = smoothstep(1.7, 0.7, jf);
vec2 g = vec2(fract(uv.x / cw), fract(yw));
vec2 bc = (g - vec2(0.18, 0.1)) / vec2(0.64, 0.8) * vec2(3.0, 5.0);
vec2 bi = floor(bc);
vec2 bf = fract(bc) - 0.5;
uint bits = hu(uint(int(sm)) * 747796405u ^ hu(uint(int(col)) + uint(int(lid)) * 1013u));
bool inX = bi.x >= 0.0 && bi.x < 3.0;
bool inside = inX && bi.y >= 0.0 && bi.y < 5.0;
float on = inside ? float((bits >> uint(int(bi.x) + 3 * int(bi.y))) & 1u) : 0.0;
float aa = px * 3.0 / (cw * 0.64);
float d = length(max(abs(bf) - 0.16, 0.0)) - 0.22;
float sharp = on * smoothstep(aa, -aa, d);
// fast streams smear each glyph column into a line as bright as its bits
float cnt = 0.0;
if (inX) {
for (int k = 0; k < 5; k++) cnt += float((bits >> uint(int(bi.x) + 3 * k)) & 1u);
}
float streak = inX ? (0.25 + cnt / 6.0) * smoothstep(0.28 + aa, 0.28 - aa, abs(bf.x)) : 0.0;
float blur = smoothstep(0.06, 0.55, vel / 60.0);
float glyph = mix(sharp, streak * 0.85, blur);
vec3 tint = mix(uColor, vec3(1.0), head * 0.7);
vec3 c = tint * glyph * env * (1.0 + head * 1.4);
c += uColor * env * 0.06;
vec2 q = (g - 0.5) * vec2(1.0, 1.3);
c += mix(uColor, vec3(1.0), 0.35) * head * exp(-dot(q, q) * 5.0) * 0.3;
return c * a;
}
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, 32768.0);
vec3 col = vec3(0.004, 0.005, 0.008) + uColor * 0.02 * (0.7 - uv.y * 0.6);
col += rainLayer(uv + vec2(0.37, 0.0), 0.022, 2.0, 0.5, e, tk, it, px) * 0.22;
col += rainLayer(uv + vec2(0.11, 0.0), 0.032, 1.0, 0.75, e, tk, it, px) * 0.48;
col += rainLayer(uv, 0.048, 0.0, 1.0, e, tk, it, px) * (0.8 + 0.35 * e);
col *= 1.0 - 0.3 * 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 48.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.310, 0.941, 0.722)
#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); }
// One layer of falling glyph columns. Each column is a stream of 3x5 glyphs
// that falls at its own whole-number fraction of the token rate.
vec3 rainLayer(vec2 uv, float cw, float lid, float spd, float e, float tk, float it, float px) {
float ch = cw * 1.4;
float col = floor(uv.x / cw);
float hc = h2(vec2(col, lid * 31.0 + 1.0));
float hc2 = h2(vec2(col, lid * 31.0 + 2.0));
float n = 5.0 + floor(hc * 6.0);
float vel = (max(uTps, 0.0) * n / 64.0 + n / 32.0) * spd;
float scroll = (tk * n / 64.0 + it * n / 32.0) * spd;
float yw = uv.y / ch + scroll + floor(h2(vec2(col, lid * 31.0 + 5.0)) * 16.0) + 0.37 * hc;
float sm = mod(floor(yw), 256.0);
float seg = floor(sm / 16.0);
float hs = h3(vec3(col, seg, lid));
float hs2 = h3(vec3(col, seg, lid + 7.0));
float hs3 = h3(vec3(col, seg, lid + 13.0));
float len = mix(1.5, 11.5, clamp(e * (0.35 + 0.65 * hs) + 0.1, 0.0, 1.0));
float j = sm - seg * 16.0 - floor(hs2 * 4.0);
float jf = j + fract(yw);
float inRun = step(0.0, j) * clamp(len - j, 0.0, 1.0);
float segOn = smoothstep(hs3 - 0.12, hs3 + 0.12, 0.4 + 0.55 * e);
float colOn = smoothstep(hc2 - 0.12, hc2 + 0.12, 0.3 + 0.65 * e);
float a = inRun * segOn * colOn;
if (a <= 0.0) return vec3(0.0);
float env = exp(-max(jf - 1.0, 0.0) / max(len * 0.38, 0.6));
float head = smoothstep(1.7, 0.7, jf);
vec2 g = vec2(fract(uv.x / cw), fract(yw));
vec2 bc = (g - vec2(0.18, 0.1)) / vec2(0.64, 0.8) * vec2(3.0, 5.0);
vec2 bi = floor(bc);
vec2 bf = fract(bc) - 0.5;
uint bits = hu(uint(int(sm)) * 747796405u ^ hu(uint(int(col)) + uint(int(lid)) * 1013u));
bool inX = bi.x >= 0.0 && bi.x < 3.0;
bool inside = inX && bi.y >= 0.0 && bi.y < 5.0;
float on = inside ? float((bits >> uint(int(bi.x) + 3 * int(bi.y))) & 1u) : 0.0;
float aa = px * 3.0 / (cw * 0.64);
float d = length(max(abs(bf) - 0.16, 0.0)) - 0.22;
float sharp = on * smoothstep(aa, -aa, d);
// fast streams smear each glyph column into a line as bright as its bits
float cnt = 0.0;
if (inX) {
for (int k = 0; k < 5; k++) cnt += float((bits >> uint(int(bi.x) + 3 * k)) & 1u);
}
float streak = inX ? (0.25 + cnt / 6.0) * smoothstep(0.28 + aa, 0.28 - aa, abs(bf.x)) : 0.0;
float blur = smoothstep(0.06, 0.55, vel / 60.0);
float glyph = mix(sharp, streak * 0.85, blur);
vec3 tint = mix(uColor, vec3(1.0), head * 0.7);
vec3 c = tint * glyph * env * (1.0 + head * 1.4);
c += uColor * env * 0.06;
vec2 q = (g - 0.5) * vec2(1.0, 1.3);
c += mix(uColor, vec3(1.0), 0.35) * head * exp(-dot(q, q) * 5.0) * 0.3;
return c * a;
}
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, 32768.0);
vec3 col = vec3(0.004, 0.005, 0.008) + uColor * 0.02 * (0.7 - uv.y * 0.6);
col += rainLayer(uv + vec2(0.37, 0.0), 0.022, 2.0, 0.5, e, tk, it, px) * 0.22;
col += rainLayer(uv + vec2(0.11, 0.0), 0.032, 1.0, 0.75, e, tk, it, px) * 0.48;
col += rainLayer(uv, 0.048, 0.0, 1.0, e, tk, it, px) * (0.8 + 0.35 * e);
col *= 1.0 - 0.3 * 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 #4ff0b8.