WebGL · 5.7 KB gzip
Gradient Blob
A soft metaball with a pastel gradient that changes movement and intensity with state.
blobgradientgooeysoftwebgl
Interactive preview
Usage
Packages are @vikast908/core and
@vikast908/loaders. Prefer 0.1.1+
(0.1.0 loaders is broken on npm).
npm install @vikast908/loaders@0.1.1 @vikast908/core@0.1.1
import '@vikast908/loaders/gradient-blob'; <orbux-gradient-blob state="thinking" size="160px"></orbux-gradient-blob>
Browser-only alternative: Download HTML (self-contained) or load the hosted ESM bundle:
<script type="module" src="http://localhost:4321/orbux/gradient-blob.js"></script> <orbux-gradient-blob state="thinking" size="160px"></orbux-gradient-blob>
Component source gradient-blob.ts
import { type AgentState, lerp, type OrbuxFrameInfo, ShaderElement } from '@vikast908/core';
const FRAG = /* glsl */ `
precision highp float;
uniform vec2 uRes;
uniform float uTime;
uniform vec3 uColorA;
uniform vec3 uColorB;
uniform float uActivity;
uniform float uState;
void main(){
vec2 uv=(gl_FragCoord.xy*2.0-uRes)/min(uRes.x,uRes.y);
float t=uTime;
float amp=0.24*(0.6+uActivity);
vec2 c1=vec2(sin(t*0.7), cos(t*0.9)) * amp;
vec2 c2=vec2(sin(t*0.9+2.0), cos(t*0.6+1.0)) * (amp*1.15);
vec2 c3=vec2(sin(t*0.5+4.0), cos(t*1.1+3.0)) * (amp*0.8);
float f=0.0;
f+=0.05/dot(uv-c1,uv-c1);
f+=0.05/dot(uv-c2,uv-c2);
f+=0.04/dot(uv-c3,uv-c3);
float body=smoothstep(0.8,1.4,f);
float grad=clamp(smoothstep(0.8,2.6,f),0.0,1.0);
vec3 col=mix(uColorA, uColorB, grad);
float glow=smoothstep(0.4,1.0,f)*0.3;
float alpha=clamp(body+glow*0.5,0.0,1.0);
if(uState>3.5&&uState<4.5) alpha*=smoothstep(0.14,0.28,length(uv));
if(uState>2.5&&uState<3.5) alpha*=0.78+0.22*step(0.3,abs(sin(atan(uv.y,uv.x)*4.0)));
gl_FragColor=vec4(col*body + mix(uColorA,uColorB,0.5)*glow, alpha);
}
`;
type RGB = [number, number, number];
interface Visual {
act: number;
a: RGB;
b: RGB;
}
const STATE_VISUALS: Record<AgentState, Visual> = {
idle: { act: 0.15, a: [0.4, 0.46, 0.78], b: [0.62, 0.5, 0.86] },
thinking: { act: 0.5, a: [0.42, 0.4, 0.95], b: [0.72, 0.42, 0.95] },
streaming: { act: 0.95, a: [0.3, 0.7, 0.98], b: [0.55, 0.92, 0.98] },
'tool-calling': { act: 0.72, a: [0.2, 0.82, 0.68], b: [0.55, 0.92, 0.5] },
waiting: { act: 0.2, a: [0.42, 0.46, 0.66], b: [0.56, 0.6, 0.8] },
done: { act: 0.28, a: [0.24, 0.82, 0.5], b: [0.52, 0.94, 0.62] },
error: { act: 0.55, a: [0.9, 0.32, 0.34], b: [0.98, 0.58, 0.4] },
};
/** Gradient Blob: a soft, gooey metaball with a dreamy pastel gradient. */
export class OrbuxGradientBlob extends ShaderElement {
#act = 0.5;
#a: RGB = [0.42, 0.4, 0.95];
#b: RGB = [0.72, 0.42, 0.95];
protected fragmentSource(): string {
return FRAG;
}
protected override timeScale(): number {
return 0.35 + this.#act;
}
protected override fallbackBackground(): string {
return 'background:radial-gradient(circle at 40% 35%,var(--orbux-color,#6366f1),var(--orbux-color-2,#a855f7) 75%);';
}
protected paint(gl: WebGLRenderingContext, info: OrbuxFrameInfo): void {
const v = STATE_VISUALS[info.state];
let a = v.a;
let b = v.b;
if (info.state === 'done') {
a = this.cssColorRGB('--orbux-color-success', v.a);
b = v.b;
} else if (info.state === 'error') {
a = this.cssColorRGB('--orbux-color-error', v.a);
b = v.b;
} else {
a = this.cssColorRGB('--orbux-color', v.a);
b = this.cssColorRGB('--orbux-color-2', v.b);
}
const rate = info.state === 'done' || info.state === 'error' ? 18 : 3.5;
const k = info.dt === 0 ? 1 : 1 - Math.exp(-rate * info.dt);
this.#act = lerp(this.#act, v.act, k);
for (let i = 0; i < 3; i++) {
this.#a[i] = lerp(this.#a[i] ?? 0, a[i] ?? 0, k);
this.#b[i] = lerp(this.#b[i] ?? 0, b[i] ?? 0, k);
}
gl.uniform3fv(this.uniform('uColorA'), this.#a);
gl.uniform3fv(this.uniform('uColorB'), this.#b);
gl.uniform1f(this.uniform('uActivity'), this.#act);
}
}
if (typeof customElements !== 'undefined' && !customElements.get('orbux-gradient-blob')) {
customElements.define('orbux-gradient-blob', OrbuxGradientBlob);
}
declare global {
interface HTMLElementTagNameMap {
'orbux-gradient-blob': OrbuxGradientBlob;
}
}
Depends on @vikast908/core. Paste the source, add the base
element, and set state from your agent code.
Attributes & properties
| Name | Type | Description |
|---|---|---|
state | AgentState | idle · thinking · streaming · tool-calling · waiting · done · error |
size | CSS length | Overall square size. |
--orbux-width | CSS length | Optional inline-size override. |
--orbux-height | CSS length | Optional block-size override. |
speed | number | Animation speed multiplier (1 = default). |
label | string | Accessible label (defaults per state). |
paused | boolean | Freeze the animation. |
Respects prefers-reduced-motion, exposes
status/progressbar semantics with a live label, and auto-pauses (sets
data-paused) when offscreen or the tab is hidden.