svelte-bits
componentaurorasource: ok · hit
Aurora
WebGL aurora background with configurable color stops, amplitude, blend and speed. Real OGL shader, not a CSS gradient.
npx shadcn add "https://sveltebits.xyz/r/aurora.json"free
Visual style
gradient
Tags auto-generated by rules on 9/24/2026 — empty means no evidence, not lack of support.
Dependencies
Bundle weight · heavywebglwebglogl
Files1 · source cached 10/8/2026, 2:11:09 PM
Aurora.svelte
<script lang="ts">
import { onMount } from 'svelte';
import { Renderer, Program, Mesh, Color, Triangle } from 'ogl';
type Props = {
colorStops?: string[];
amplitude?: number;
blend?: number;
time?: number;
speed?: number;
};
let {
colorStops = ['#FF3E00', '#FF8A4C', '#FF3E00'],
amplitude = 1.0,
blend = 0.5,
time,
speed = 1.0
}: Props = $props();
// Reactive ref the rAF loop reads from.
let current = $derived({ colorStops, amplitude, blend, time, speed });
let ctn: HTMLDivElement;
const VERT = `#version 300 es
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const FRAG = `#version 300 es
precision highp float;
uniform float uTime;
uniform float uAmplitude;
uniform vec3 uColorStops[3];
uniform vec2 uResolution;
uniform float uBlend;
out vec4 fragColor;
vec3 permute(vec3 x) {
return mod(((x * 34.0) + 1.0) * x, 289.0);
}
float snoise(vec2 v){
const vec4 C = vec4(
0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439
);
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute(
permute(i.y + vec3(0.0, i1.y, 1.0))
+ i.x + vec3(0.0, i1.x, 1.0)
);
vec3 m = max(
0.5 - vec3(
dot(x0, x0),
dot(x12.xy, x12.xy),
dot(x12.zw, x12.zw)
),
0.0
);
m = m * m;
m = m * m;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
struct ColorStop {
vec3 color;
float position;
};
#define COLOR_RAMP(colors, factor, finalColor) { \\
int index = 0; \\
for (int i = 0; i < 2; i++) { \\
ColorStop currentColor = colors[i]; \\
bool isInBetween = currentColor.position <= factor; \\
index = int(mix(float(index), float(i), float(isInBetween))); \\
} \\
ColorStop currentColor = colors[index]; \\
ColorStop nextColor = colors[index + 1]; \\
float range = nextColor.position - currentColor.position; \\
float lerpFactor = (factor - currentColor.position) / range; \\
finalColor = mix(currentColor.color, nextColor.color, lerpFactor); \\
}
void main() {
vec2 uv = gl_FragCoord.xy / uResolution;
ColorStop colors[3];
colors[0] = ColorStop(uColorStops[0], 0.0);
colors[1] = ColorStop(uColorStops[1], 0.5);
colors[2] = ColorStop(uColorStops[2], 1.0);
vec3 rampColor;
COLOR_RAMP(colors, uv.x, rampColor);
float height = snoise(vec2(uv.x * 2.0 + uTime * 0.1, uTime * 0.25)) * 0.5 * uAmplitude;
height = exp(height);
height = (uv.y * 2.0 - height + 0.2);
float intensity = 0.6 * height;
float midPoint = 0.20;
float auroraAlpha = smoothstep(midPoint - uBlend * 0.5, midPoint + uBlend * 0.5, intensity);
vec3 auroraColor = intensity * rampColor;
fragColor = vec4(auroraColor * auroraAlpha, auroraAlpha);
}
`;
onMount(() => {
const renderer = new Renderer({
alpha: true,
premultipliedAlpha: true,
antialias: true
});
const gl = renderer.gl;
gl.clearColor(0, 0, 0, 0);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
(gl.canvas as HTMLCanvasElement).style.backgroundColor = 'transparent';
const geometry = new Triangle(gl);
// Mirror upstream: drop default uv attribute since the shader doesn't use it.
const geomAttrs = (geometry as unknown as { attributes: Record<string, unknown> }).attributes;
if (geomAttrs.uv) delete geomAttrs.uv;
const initialStops = current.colorStops.map((hex) => {
const c = new Color(hex);
return [c.r, c.g, c.b];
});
const program = new Program(gl, {
vertex: VERT,
fragment: FRAG,
uniforms: {
uTime: { value: 0 },
uAmplitude: { value: current.amplitude },
uColorStops: { value: initialStops },
uResolution: { value: [ctn.offsetWidth, ctn.offsetHeight] },
uBlend: { value: current.blend }
}
});
const mesh = new Mesh(gl, { geometry, program });
// OGL owns the canvas; attach it imperatively to keep the copy-paste component single-file.
// eslint-disable-next-line svelte/no-dom-manipulating
ctn.appendChild(gl.canvas);
function resize() {
const width = ctn.offsetWidth;
const height = ctn.offsetHeight;
renderer.setSize(width, height);
program.uniforms.uResolution.value = [width, height];
}
window.addEventListener('resize', resize);
resize();
let raf = 0;
const update = (t: number) => {
raf = requestAnimationFrame(update);
const c = current;
const tt = c.time ?? t * 0.01;
const sp = c.speed ?? 1.0;
program.uniforms.uTime.value = tt * sp * 0.1;
program.uniforms.uAmplitude.value = c.amplitude;
program.uniforms.uBlend.value = c.blend;
program.uniforms.uColorStops.value = c.colorStops.map((hex: string) => {
const col = new Color(hex);
return [col.r, col.g, col.b];
});
renderer.render({ scene: mesh });
};
raf = requestAnimationFrame(update);
return () => {
cancelAnimationFrame(raf);
window.removeEventListener('resize', resize);
// eslint-disable-next-line svelte/no-dom-manipulating
if (gl.canvas.parentNode === ctn) ctn.removeChild(gl.canvas);
gl.getExtension('WEBGL_lose_context')?.loseContext();
};
});
</script>
<div bind:this={ctn} class="w-full h-full"></div>