AI CSS Animations

Voronoi Cell Division

Glassy voronoi cells drift and split in two as a new wall grows across them, then close up again. Busier token streams divide more cells, more often.

Also known as: voronoi mitosis, cell division shader, dividing cells.

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-voronoi-cell-division" data-tps="72" data-color="#4ade80" 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-voronoi-cell-division");
  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);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
  vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
  float e = energy();
  vec3 A = accent();
  vec3 B = hueRot(A, 0.8);
  vec3 col = stage(uv);

  const float S = 4.2;
  vec2 p = uv * S;
  vec2 ip = floor(p);
  float pxs = S / iResolution.y;

  float P = fract(uTokens * 0.004 + iTime * 0.03);
  float Pd = fract(uTokens * 0.0015 + iTime * 0.01);
  float F1 = 9.0, F2 = 9.0;
  vec2 o1 = vec2(0.0), a1 = vec2(0.0), b1 = vec2(0.0);
  float sep1 = 0.0, h1 = 0.0;
  for (int y = -1; y <= 1; y++) {
    for (int x = -1; x <= 1; x++) {
      vec2 g = ip + vec2(float(x), float(y));
      vec2 id = mod(g, 64.0);
      float hx = hash12(id), hy = hash12(id + 11.7), hz = hash12(id + 23.1);
      vec2 o = g + 0.5 + 0.3 * vec2(sin(TAU * (Pd + hx)), cos(TAU * (Pd + hy)));
      // each cell divides and closes up again; more cells take part at speed
      float join = smoothstep(hz - 0.08, hz + 0.08, 0.15 + 0.8 * e);
      float phase = fract(P + hz * 3.0);
      float sep = join * 0.42 * (0.5 - 0.5 * cos(TAU * phase));
      float ang = TAU * hx + 0.8 * sin(TAU * (Pd + hz));
      vec2 dv = vec2(cos(ang), sin(ang)) * sep * 0.5;
      vec2 pa = o + dv, pb = o - dv;
      float d = min(length(p - pa), length(p - pb));
      if (d < F1) { F2 = F1; F1 = d; o1 = o; a1 = pa; b1 = pb; sep1 = sep; h1 = hz; }
      else if (d < F2) F2 = d;
    }
  }
  // the cell wall, and the new wall forming across a dividing cell
  float wall = F2 - F1;
  vec2 dn = normalize(a1 - b1 + 1e-5);
  float split = abs(dot(p - o1, dn));
  float splitOn = smoothstep(0.04, 0.16, sep1);

  vec3 cellCol = mix(A, B, h1);
  float lw = 0.025;
  float wallL = smoothstep(lw + pxs, lw - pxs, wall);
  float splitL = smoothstep(lw * 0.7 + pxs, lw * 0.7 - pxs, split) * splitOn;
  // fill: dark glass, warmer while dividing
  col += cellCol * (0.03 + 0.06 * exp(-F1 * 3.0)) + cellCol * splitOn * 0.07 * exp(-split * 6.0);
  col += mix(cellCol, vec3(1.0), 0.2) * wallL * (0.35 + 0.35 * e);
  col += cellCol * exp(-wall * 14.0) * 0.12 * (0.5 + e);
  col += mix(B, vec3(1.0), 0.45) * splitL * 0.9;
  col += B * exp(-split * 20.0) * splitOn * 0.18;
  // nuclei
  float dn1 = min(length(p - a1), length(p - b1));
  col += mix(cellCol, vec3(1.0), 0.6) * smoothstep(0.045 + pxs, 0.045 - pxs, dn1) * 0.9;
  col += cellCol * exp(-dn1 * 12.0) * 0.2;
  col *= 1.0 - 0.4 * smoothstep(0.65, 1.25, length(uv * vec2(0.75, 1.3)));
  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>

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 72.0
#define uTokens (iTime * uTps)
#define uColor vec3(0.290, 0.871, 0.502)

#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);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
  vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
  float e = energy();
  vec3 A = accent();
  vec3 B = hueRot(A, 0.8);
  vec3 col = stage(uv);

  const float S = 4.2;
  vec2 p = uv * S;
  vec2 ip = floor(p);
  float pxs = S / iResolution.y;

  float P = fract(uTokens * 0.004 + iTime * 0.03);
  float Pd = fract(uTokens * 0.0015 + iTime * 0.01);
  float F1 = 9.0, F2 = 9.0;
  vec2 o1 = vec2(0.0), a1 = vec2(0.0), b1 = vec2(0.0);
  float sep1 = 0.0, h1 = 0.0;
  for (int y = -1; y <= 1; y++) {
    for (int x = -1; x <= 1; x++) {
      vec2 g = ip + vec2(float(x), float(y));
      vec2 id = mod(g, 64.0);
      float hx = hash12(id), hy = hash12(id + 11.7), hz = hash12(id + 23.1);
      vec2 o = g + 0.5 + 0.3 * vec2(sin(TAU * (Pd + hx)), cos(TAU * (Pd + hy)));
      // each cell divides and closes up again; more cells take part at speed
      float join = smoothstep(hz - 0.08, hz + 0.08, 0.15 + 0.8 * e);
      float phase = fract(P + hz * 3.0);
      float sep = join * 0.42 * (0.5 - 0.5 * cos(TAU * phase));
      float ang = TAU * hx + 0.8 * sin(TAU * (Pd + hz));
      vec2 dv = vec2(cos(ang), sin(ang)) * sep * 0.5;
      vec2 pa = o + dv, pb = o - dv;
      float d = min(length(p - pa), length(p - pb));
      if (d < F1) { F2 = F1; F1 = d; o1 = o; a1 = pa; b1 = pb; sep1 = sep; h1 = hz; }
      else if (d < F2) F2 = d;
    }
  }
  // the cell wall, and the new wall forming across a dividing cell
  float wall = F2 - F1;
  vec2 dn = normalize(a1 - b1 + 1e-5);
  float split = abs(dot(p - o1, dn));
  float splitOn = smoothstep(0.04, 0.16, sep1);

  vec3 cellCol = mix(A, B, h1);
  float lw = 0.025;
  float wallL = smoothstep(lw + pxs, lw - pxs, wall);
  float splitL = smoothstep(lw * 0.7 + pxs, lw * 0.7 - pxs, split) * splitOn;
  // fill: dark glass, warmer while dividing
  col += cellCol * (0.03 + 0.06 * exp(-F1 * 3.0)) + cellCol * splitOn * 0.07 * exp(-split * 6.0);
  col += mix(cellCol, vec3(1.0), 0.2) * wallL * (0.35 + 0.35 * e);
  col += cellCol * exp(-wall * 14.0) * 0.12 * (0.5 + e);
  col += mix(B, vec3(1.0), 0.45) * splitL * 0.9;
  col += B * exp(-split * 20.0) * splitOn * 0.18;
  // nuclei
  float dn1 = min(length(p - a1), length(p - b1));
  col += mix(cellCol, vec3(1.0), 0.6) * smoothstep(0.045 + pxs, 0.045 - pxs, dn1) * 0.9;
  col += cellCol * exp(-dn1 * 12.0) * 0.2;
  col *= 1.0 - 0.4 * smoothstep(0.65, 1.25, length(uv * vec2(0.75, 1.3)));
  fragColor = finish(col, fragCoord);
}

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 #4ade80.
  • 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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