Pill-shaped tokens of varying length drift left to right along a meandering river of lanes. More tokens per second packs the lanes and stretches each pill into a dash.
Also known as: token stream river, flowing token beads.
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-river" data-tps="32" data-color="#4fa8ff" 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-river");
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); }
float meander(float x, float t) { return 0.085 * sin(x * 1.25 + t * 0.21) + 0.04 * sin(x * 2.9 - t * 0.33 + 1.7); }
float dmeander(float x, float t) { return 0.10625 * cos(x * 1.25 + t * 0.21) + 0.116 * cos(x * 2.9 - t * 0.33 + 1.7); }
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, 32768.0);
float it = mod(iTime, 16384.0);
float t = mod(iTime, 6000.0);
float wid = 1.0 + 0.28 * sin(uv.x * 0.8 + t * 0.13 + 2.0);
float sp = 0.05 * wid;
float m = meander(uv.x, t);
float slope = dmeander(uv.x, t);
float v = (uv.y - m) / sp;
float lane0 = clamp(floor(v + 0.5), -4.0, 4.0);
float c = 0.1;
vec3 col = vec3(0.004, 0.005, 0.009);
col += uColor * 0.05 * exp(-v * v / 22.0) * (0.6 + 0.6 * e);
col += uColor * 0.012 * exp(-v * v / 90.0);
for (int k = -1; k <= 1; k++) {
float L = lane0 + float(k);
if (abs(L) > 4.0) continue;
float depth = 1.0 - abs(L) / 5.5;
float n = 10.0 - abs(L);
float scroll = tk * n / 64.0 + it * n / 32.0;
float vel = max(uTps, 0.0) * n / 64.0 + n / 32.0;
float st = clamp(vel / 45.0, 0.0, 0.9);
float dy = (uv.y - m - L * sp) * inversesqrt(1.0 + slope * slope);
float s = uv.x / c - scroll;
float ci = floor(s);
float r = sp * 0.24 * (0.8 + 0.3 * depth);
for (int q = -1; q <= 1; q++) {
float cc = ci + float(q);
float id = mod(cc, 512.0);
float ha = h3(vec3(id, L, 1.0));
float on = smoothstep(ha - 0.08, ha + 0.08, 0.28 + 0.64 * e);
if (on <= 0.0) continue;
float hb = h3(vec3(id, L, 2.0));
float hc = h3(vec3(id, L, 3.0));
float hd = h3(vec3(id, L, 4.0));
float hl = mix(0.1, 0.33, hb);
float cx = cc + mix(hl + 0.05, 0.95 - hl, hc);
float lx = (s - cx) * c;
float a = -(hl + st) * c, b = hl * c;
float xx = lx - clamp(lx, a, b);
float d = length(vec2(xx, dy)) - r;
float along = clamp((lx - a) / (b - a), 0.0, 1.0);
float trail = st / (st + 2.0 * hl);
float bright = mix(1.0, mix(0.12, 1.0, along * along), trail) / (1.0 + trail * 0.8);
float fill = smoothstep(px, -px, d);
float glow = exp(-max(d, 0.0) / (r * 1.1));
float core = smoothstep(r * 0.55, 0.0, abs(dy)) * fill;
float special = step(0.9, hd);
vec3 tint = mix(uColor, vec3(1.0), 0.12 + 0.55 * special);
col += tint * on * bright * depth * (fill * 0.75 + core * 0.5 + glow * 0.22) * (0.7 + 0.5 * e);
}
}
col *= 1.0 - 0.25 * dot(uv * vec2(0.55, 1.0), uv * vec2(0.55, 1.0));
col = tone(col * 1.3);
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 32.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.310, 0.659, 1.000)
#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); }
float meander(float x, float t) { return 0.085 * sin(x * 1.25 + t * 0.21) + 0.04 * sin(x * 2.9 - t * 0.33 + 1.7); }
float dmeander(float x, float t) { return 0.10625 * cos(x * 1.25 + t * 0.21) + 0.116 * cos(x * 2.9 - t * 0.33 + 1.7); }
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, 32768.0);
float it = mod(iTime, 16384.0);
float t = mod(iTime, 6000.0);
float wid = 1.0 + 0.28 * sin(uv.x * 0.8 + t * 0.13 + 2.0);
float sp = 0.05 * wid;
float m = meander(uv.x, t);
float slope = dmeander(uv.x, t);
float v = (uv.y - m) / sp;
float lane0 = clamp(floor(v + 0.5), -4.0, 4.0);
float c = 0.1;
vec3 col = vec3(0.004, 0.005, 0.009);
col += uColor * 0.05 * exp(-v * v / 22.0) * (0.6 + 0.6 * e);
col += uColor * 0.012 * exp(-v * v / 90.0);
for (int k = -1; k <= 1; k++) {
float L = lane0 + float(k);
if (abs(L) > 4.0) continue;
float depth = 1.0 - abs(L) / 5.5;
float n = 10.0 - abs(L);
float scroll = tk * n / 64.0 + it * n / 32.0;
float vel = max(uTps, 0.0) * n / 64.0 + n / 32.0;
float st = clamp(vel / 45.0, 0.0, 0.9);
float dy = (uv.y - m - L * sp) * inversesqrt(1.0 + slope * slope);
float s = uv.x / c - scroll;
float ci = floor(s);
float r = sp * 0.24 * (0.8 + 0.3 * depth);
for (int q = -1; q <= 1; q++) {
float cc = ci + float(q);
float id = mod(cc, 512.0);
float ha = h3(vec3(id, L, 1.0));
float on = smoothstep(ha - 0.08, ha + 0.08, 0.28 + 0.64 * e);
if (on <= 0.0) continue;
float hb = h3(vec3(id, L, 2.0));
float hc = h3(vec3(id, L, 3.0));
float hd = h3(vec3(id, L, 4.0));
float hl = mix(0.1, 0.33, hb);
float cx = cc + mix(hl + 0.05, 0.95 - hl, hc);
float lx = (s - cx) * c;
float a = -(hl + st) * c, b = hl * c;
float xx = lx - clamp(lx, a, b);
float d = length(vec2(xx, dy)) - r;
float along = clamp((lx - a) / (b - a), 0.0, 1.0);
float trail = st / (st + 2.0 * hl);
float bright = mix(1.0, mix(0.12, 1.0, along * along), trail) / (1.0 + trail * 0.8);
float fill = smoothstep(px, -px, d);
float glow = exp(-max(d, 0.0) / (r * 1.1));
float core = smoothstep(r * 0.55, 0.0, abs(dy)) * fill;
float special = step(0.9, hd);
vec3 tint = mix(uColor, vec3(1.0), 0.12 + 0.55 * special);
col += tint * on * bright * depth * (fill * 0.75 + core * 0.5 + glow * 0.22) * (0.7 + 0.5 * e);
}
}
col *= 1.0 - 0.25 * dot(uv * vec2(0.55, 1.0), uv * vec2(0.55, 1.0));
col = tone(col * 1.3);
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 #4fa8ff.