WebGL · 5.7 KB gzip
Plasma Field
A full-bleed layered-sine plasma for banners and backgrounds, with theme and state controls.
plasmabackgroundfieldgenerativewebgl
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/plasma-field'; <orbux-plasma-field state="thinking" size="160px"></orbux-plasma-field>
Browser-only alternative: Download HTML (self-contained) or load the hosted ESM bundle:
<script type="module" src="http://localhost:4321/orbux/plasma-field.js"></script> <orbux-plasma-field state="thinking" size="160px"></orbux-plasma-field>
Component source plasma-field.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 p=(gl_FragCoord.xy*2.0-uRes)/min(uRes.x,uRes.y);
float t=uTime;
float v=0.0;
v+=sin(p.x*3.0 + t);
v+=sin(p.y*3.5 - t*0.8);
v+=sin((p.x+p.y)*2.5 + t*1.2);
float cx=p.x + 0.5*sin(t*0.4);
float cy=p.y + 0.5*cos(t*0.5);
v+=sin(sqrt(cx*cx+cy*cy)*4.0 + t)*(1.0+uActivity);
v/=4.0;
float m=0.5+0.5*sin(v*3.14159265 + t*0.2);
vec3 col=mix(uColorA, uColorB, m);
col+=0.12*uActivity*sin(v*10.0);
float vig=smoothstep(1.5,0.25,length(p));
if(uState>3.5&&uState<4.5) vig*=smoothstep(0.16,0.3,length(p));
if(uState>2.5&&uState<3.5) vig*=0.78+0.22*step(0.3,abs(sin(atan(p.y,p.x)*4.0)));
gl_FragColor=vec4(col, vig);
}
`;
type RGB = [number, number, number];
interface Visual {
act: number;
a: RGB;
b: RGB;
}
const STATE_VISUALS: Record<AgentState, Visual> = {
idle: { act: 0.12, a: [0.12, 0.16, 0.34], b: [0.24, 0.2, 0.44] },
thinking: { act: 0.5, a: [0.3, 0.28, 0.72], b: [0.55, 0.3, 0.85] },
streaming: { act: 0.95, a: [0.16, 0.42, 0.85], b: [0.3, 0.82, 0.92] },
'tool-calling': { act: 0.72, a: [0.08, 0.55, 0.55], b: [0.35, 0.82, 0.45] },
waiting: { act: 0.2, a: [0.22, 0.26, 0.44], b: [0.32, 0.38, 0.6] },
done: { act: 0.28, a: [0.1, 0.5, 0.32], b: [0.36, 0.82, 0.5] },
error: { act: 0.55, a: [0.6, 0.12, 0.2], b: [0.92, 0.42, 0.24] },
};
/**
* Plasma Field: a full-bleed layered-sine plasma, colored by theme and
* energized by state. Great as a "generating" banner or background.
*/
export class OrbuxPlasmaField extends ShaderElement {
#act = 0.5;
#a: RGB = [0.3, 0.28, 0.72];
#b: RGB = [0.55, 0.3, 0.85];
protected fragmentSource(): string {
return FRAG;
}
protected override timeScale(): number {
return 0.4 + this.#act;
}
protected override fallbackBackground(): string {
return 'border-radius:12px;background:linear-gradient(120deg,var(--orbux-color,#6366f1),var(--orbux-color-2,#a855f7));';
}
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-plasma-field')) {
customElements.define('orbux-plasma-field', OrbuxPlasmaField);
}
declare global {
interface HTMLElementTagNameMap {
'orbux-plasma-field': OrbuxPlasmaField;
}
}
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.