Concentric rings, some solid and some dashed, ripple out from a glowing point. A new ring leaves every few tokens, so faster streams fill the tile with tighter, quicker rings.
Also known as: ai thinking ripple, concentric rings loader, pulse rings 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-token-ripple-rings" data-tps="100" 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-token-ripple-rings");
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);
}
// one ring of the stream: id n, distance d to its circle, dash gaps by angle
float ring(float n, float r, float ang, float s, float sp, float px, float R) {
float id = mod(n, 256.0);
float h1 = hash11(id * 1.731 + 0.3);
float h2 = hash11(id * 3.170 + 1.9);
float h3 = hash11(id * 7.130 + 4.1);
float d = abs(s - n) * sp;
float segs = 2.0 + floor(h2 * 5.0);
float spin = floor(h3 * 5.0) - 2.0;
float q = fract(ang / TAU * segs + h3 * 3.0 + R * spin);
float duty = h2 > 0.62 ? 1.2 : 0.45 + 0.4 * h1;
float dd = (abs(q - 0.5) - duty * 0.5) * (TAU / segs) * r;
float dist = length(vec2(max(dd, 0.0), d));
float lw = 0.0016 + 0.0024 * h1;
float core = smoothstep(lw + px, lw - px * 0.5, dist);
float glow = exp(-dist * 60.0) * 0.4 + exp(-dist * 16.0) * 0.1;
return (core + glow) * (0.35 + 0.65 * h1);
}
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, 0.75);
float r = length(uv);
float ang = atan(uv.y, uv.x);
// a new ring every few tokens, spaced out so they glide rather than pop
float sp = 0.07;
float P = mod(uTokens * 0.024 + iTime * 0.1, 256.0);
float R = fract(uTokens * 0.0012 + iTime * 0.012);
float s = r / sp - P;
float n = floor(s + 0.5);
float I = 0.0;
for (int j = -1; j <= 1; j++) I += ring(n + float(j), r, ang, s, sp, px, R);
float env = smoothstep(0.02, 0.16, r) * (1.0 - smoothstep(0.35, 1.15, r));
vec3 tint = mix(mix(A, vec3(1.0), 0.35), B, smoothstep(0.1, 1.0, r));
vec3 col = stage(uv);
col += tint * I * env * (0.45 + 0.75 * e);
// the emitter
float breathe = 0.5 + 0.5 * sin(mod(iTime * 1.3, TAU));
col += mix(A, vec3(1.0), 0.6) * smoothstep(0.012 + px, 0.012 - px, r) * (0.7 + 0.3 * e);
col += A * exp(-r * mix(22.0, 9.0, e)) * (0.18 + 0.1 * breathe + 0.35 * e);
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 100.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.486, 0.361, 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);
}
// one ring of the stream: id n, distance d to its circle, dash gaps by angle
float ring(float n, float r, float ang, float s, float sp, float px, float R) {
float id = mod(n, 256.0);
float h1 = hash11(id * 1.731 + 0.3);
float h2 = hash11(id * 3.170 + 1.9);
float h3 = hash11(id * 7.130 + 4.1);
float d = abs(s - n) * sp;
float segs = 2.0 + floor(h2 * 5.0);
float spin = floor(h3 * 5.0) - 2.0;
float q = fract(ang / TAU * segs + h3 * 3.0 + R * spin);
float duty = h2 > 0.62 ? 1.2 : 0.45 + 0.4 * h1;
float dd = (abs(q - 0.5) - duty * 0.5) * (TAU / segs) * r;
float dist = length(vec2(max(dd, 0.0), d));
float lw = 0.0016 + 0.0024 * h1;
float core = smoothstep(lw + px, lw - px * 0.5, dist);
float glow = exp(-dist * 60.0) * 0.4 + exp(-dist * 16.0) * 0.1;
return (core + glow) * (0.35 + 0.65 * h1);
}
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, 0.75);
float r = length(uv);
float ang = atan(uv.y, uv.x);
// a new ring every few tokens, spaced out so they glide rather than pop
float sp = 0.07;
float P = mod(uTokens * 0.024 + iTime * 0.1, 256.0);
float R = fract(uTokens * 0.0012 + iTime * 0.012);
float s = r / sp - P;
float n = floor(s + 0.5);
float I = 0.0;
for (int j = -1; j <= 1; j++) I += ring(n + float(j), r, ang, s, sp, px, R);
float env = smoothstep(0.02, 0.16, r) * (1.0 - smoothstep(0.35, 1.15, r));
vec3 tint = mix(mix(A, vec3(1.0), 0.35), B, smoothstep(0.1, 1.0, r));
vec3 col = stage(uv);
col += tint * I * env * (0.45 + 0.75 * e);
// the emitter
float breathe = 0.5 + 0.5 * sin(mod(iTime * 1.3, TAU));
col += mix(A, vec3(1.0), 0.6) * smoothstep(0.012 + px, 0.012 - px, r) * (0.7 + 0.3 * e);
col += A * exp(-r * mix(22.0, 9.0, e)) * (0.18 + 0.1 * breathe + 0.35 * e);
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 #7c5cff.