WebGL · 6.0 KB gzip
Liquid Metal
A reflective, chrome-like orb with sharp specular streaks that ripple with activity; supports a progress ring.
orbmetalchromeliquidwebglpremium
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/liquid-metal'; <orbux-liquid-metal state="thinking" size="160px"></orbux-liquid-metal>
Browser-only alternative: Download HTML (self-contained) or load the hosted ESM bundle:
<script type="module" src="http://localhost:4321/orbux/liquid-metal.js"></script> <orbux-liquid-metal state="thinking" size="160px"></orbux-liquid-metal>
Component source liquid-metal.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; // highlight tint
uniform vec3 uColorB; // dark base metal
uniform float uActivity;
uniform float uState;
uniform float uProgress;
uniform vec3 uProgressColor;
float hash(vec2 p){ return fract(sin(dot(p, vec2(127.1,311.7)))*43758.5453); }
float noise(vec2 p){
vec2 i=floor(p), f=fract(p);
float a=hash(i), b=hash(i+vec2(1,0)), c=hash(i+vec2(0,1)), d=hash(i+vec2(1,1));
vec2 u=f*f*(3.0-2.0*f);
return mix(a,b,u.x)+(c-a)*u.y*(1.0-u.x)+(d-b)*u.x*u.y;
}
float fbm(vec2 p){ float v=0.0,a=0.5; for(int i=0;i<5;i++){ v+=a*noise(p); p*=2.0; a*=0.5;} return v; }
mat2 rot(float a){ float c=cos(a),s=sin(a); return mat2(c,-s,s,c); }
void main(){
vec2 uv=(gl_FragCoord.xy*2.0-uRes)/min(uRes.x,uRes.y);
float r=length(uv); float t=uTime;
vec2 q=uv*rot(t*0.1);
float n=fbm(q*3.0 + fbm(q*2.0 + t*0.25)*(1.0+uActivity));
// metallic banding -> sharp specular streaks
float bands=sin(n*16.0 + t*2.0);
float hi=pow(0.5+0.5*bands, 3.0);
vec3 col=mix(uColorB, uColorA, hi);
float rim=smoothstep(0.86,0.98,r);
col=mix(col, uColorA, rim*0.5);
float body=smoothstep(0.92,0.6,r);
float glow=smoothstep(1.2,0.0,r)*0.28*uActivity;
vec3 outCol=col*body + uColorA*glow;
float alpha=max(body,glow);
if(uState>3.5&&uState<4.5) alpha*=smoothstep(0.18,0.28,r);
if(uState>2.5&&uState<3.5) alpha*=0.78+0.22*step(0.3,abs(sin(atan(uv.y,uv.x)*4.0)));
if(uProgress>=0.0){
float a01=mod(atan(uv.x,uv.y)+6.2831853,6.2831853)/6.2831853;
float ring=smoothstep(0.03,0.0,abs(r-0.96));
float fill=ring*step(a01,uProgress);
outCol=mix(outCol, uProgressColor, fill*0.9);
alpha=max(alpha,fill);
}
gl_FragColor=vec4(outCol,alpha);
}
`;
type RGB = [number, number, number];
const BASE: RGB = [0.05, 0.06, 0.09];
const STATE_HI: Record<AgentState, { act: number; hi: RGB }> = {
idle: { act: 0.15, hi: [0.4, 0.45, 0.7] },
thinking: { act: 0.5, hi: [0.52, 0.52, 0.96] },
streaming: { act: 0.95, hi: [0.42, 0.82, 1.0] },
'tool-calling': { act: 0.72, hi: [0.32, 0.92, 0.82] },
waiting: { act: 0.22, hi: [0.46, 0.5, 0.72] },
done: { act: 0.3, hi: [0.32, 0.92, 0.52] },
error: { act: 0.55, hi: [1.0, 0.36, 0.36] },
};
/** Liquid Metal: a reflective, chrome-like orb with sharp specular streaks. */
export class OrbuxLiquidMetal extends ShaderElement {
#act = 0.5;
#hi: RGB = [0.52, 0.52, 0.96];
protected fragmentSource(): string {
return FRAG;
}
protected override timeScale(): number {
return 0.4 + this.#act;
}
protected override fallbackBackground(): string {
return 'background:radial-gradient(circle at 38% 32%,color-mix(in srgb,var(--orbux-color,#818cf8) 45%,white),#0b0d14 72%);';
}
protected paint(gl: WebGLRenderingContext, info: OrbuxFrameInfo): void {
const v = STATE_HI[info.state];
let hi = v.hi;
if (info.state === 'done') {
hi = this.cssColorRGB('--orbux-color-success', v.hi);
} else if (info.state === 'error') {
hi = this.cssColorRGB('--orbux-color-error', v.hi);
} else {
hi = this.cssColorRGB('--orbux-color', v.hi);
}
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.#hi[i] = lerp(this.#hi[i] ?? 0, hi[i] ?? 0, k);
gl.uniform3fv(this.uniform('uColorA'), this.#hi);
gl.uniform3fv(this.uniform('uColorB'), BASE);
gl.uniform1f(this.uniform('uActivity'), this.#act);
}
}
if (typeof customElements !== 'undefined' && !customElements.get('orbux-liquid-metal')) {
customElements.define('orbux-liquid-metal', OrbuxLiquidMetal);
}
declare global {
interface HTMLElementTagNameMap {
'orbux-liquid-metal': OrbuxLiquidMetal;
}
}
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 |
progress | number (0 to 1) | Determinate progress from 0 to 1. |
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.