A starfield rushes toward you from a vanishing point. The token rate is the ship's speed: idle stars barely drift, and a fast stream stretches every star into a warp streak.
Also known as: warp speed starfield, hyperspace stars.
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-warp" data-tps="220" data-color="#8ea6ff" 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-warp");
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); }
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, 12800.0);
float r = length(uv);
float a = atan(uv.y, uv.x) / TAU + 0.5;
float fr = max(uTps, 0.0) / 256.0 + 0.02;
float travel = tk / 256.0 + it * 0.02;
const float ZF = 3.5;
const float N = 150.0;
float dz = ZF * fr * 0.035 + 0.006;
vec3 col = vec3(0.003, 0.004, 0.008) + uColor * 0.03 * exp(-r * 2.2) * (0.4 + 1.2 * e);
for (int l = 0; l < 18; l++) {
float fl = float(l);
float zq = fl / 18.0 + travel;
float f = fract(zq);
float cy = mod(floor(zq), 256.0);
float z = ZF * (1.0 - f) + 0.03;
float off = h1(fl * 7.0 + 3.0);
float sector = floor(a * N + off);
float sec = mod(sector, N);
float s1 = h3(vec3(sec, fl, cy)), s2 = h3(vec3(sec, fl, cy + 300.0)), s3 = h3(vec3(sec, fl, cy + 600.0));
float on = smoothstep(s1 - 0.1, s1 + 0.1, 0.3 + 0.6 * e);
if (on <= 0.0) continue;
float sa = (sector + 0.25 + 0.5 * s2 - off) / N;
float rho = 0.03 + 1.15 * s3;
float Rh = rho / z;
float Rt = rho / (z + dz);
float w = min(0.0011 + 0.0028 / z, 0.28 * TAU * r / N) + px * 0.3;
float da = (a - sa) * TAU * r;
float rad = smoothstep(Rt - w, Rt + w * 0.5, r) * smoothstep(Rh + w, Rh - w * 0.5, r);
float along = clamp((r - Rt) / max(Rh - Rt, 1e-4), 0.0, 1.0);
float b = clamp(0.5 / z, 0.0, 3.0) * smoothstep(0.0, 0.2, f) * smoothstep(1.0, 0.96, f);
float I = on * exp(-(da * da) / (w * w)) * rad * mix(0.25, 1.0, along) * b;
vec3 sc = mix(uColor, vec3(1.0), 0.08 + 0.75 * along * along * along);
col += sc * I * (0.9 + 0.5 * e);
}
col *= 1.0 - 0.2 * dot(uv * vec2(0.5, 1.0), uv * vec2(0.5, 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 220.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.557, 0.651, 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); }
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, 12800.0);
float r = length(uv);
float a = atan(uv.y, uv.x) / TAU + 0.5;
float fr = max(uTps, 0.0) / 256.0 + 0.02;
float travel = tk / 256.0 + it * 0.02;
const float ZF = 3.5;
const float N = 150.0;
float dz = ZF * fr * 0.035 + 0.006;
vec3 col = vec3(0.003, 0.004, 0.008) + uColor * 0.03 * exp(-r * 2.2) * (0.4 + 1.2 * e);
for (int l = 0; l < 18; l++) {
float fl = float(l);
float zq = fl / 18.0 + travel;
float f = fract(zq);
float cy = mod(floor(zq), 256.0);
float z = ZF * (1.0 - f) + 0.03;
float off = h1(fl * 7.0 + 3.0);
float sector = floor(a * N + off);
float sec = mod(sector, N);
float s1 = h3(vec3(sec, fl, cy)), s2 = h3(vec3(sec, fl, cy + 300.0)), s3 = h3(vec3(sec, fl, cy + 600.0));
float on = smoothstep(s1 - 0.1, s1 + 0.1, 0.3 + 0.6 * e);
if (on <= 0.0) continue;
float sa = (sector + 0.25 + 0.5 * s2 - off) / N;
float rho = 0.03 + 1.15 * s3;
float Rh = rho / z;
float Rt = rho / (z + dz);
float w = min(0.0011 + 0.0028 / z, 0.28 * TAU * r / N) + px * 0.3;
float da = (a - sa) * TAU * r;
float rad = smoothstep(Rt - w, Rt + w * 0.5, r) * smoothstep(Rh + w, Rh - w * 0.5, r);
float along = clamp((r - Rt) / max(Rh - Rt, 1e-4), 0.0, 1.0);
float b = clamp(0.5 / z, 0.0, 3.0) * smoothstep(0.0, 0.2, f) * smoothstep(1.0, 0.96, f);
float I = on * exp(-(da * da) / (w * w)) * rad * mix(0.25, 1.0, along) * b;
vec3 sc = mix(uColor, vec3(1.0), 0.08 + 0.75 * along * along * along);
col += sc * I * (0.9 + 0.5 * e);
}
col *= 1.0 - 0.2 * dot(uv * vec2(0.5, 1.0), uv * vec2(0.5, 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 #8ea6ff.