neon-ui
componentbanner-patternsource: ok · refreshed
BannerPattern
The neon.com banner dot pattern as a live WebGL surface: a square-dot grid sampling a drifting green-to-amber field.
npx shadcn add "https://ui.neon.com/r/banner-pattern.json"free
Where it goes
banner
Visual style
particleneon-cyberpunk
Tags auto-generated by rules on 9/24/2026 — empty means no evidence, not lack of support.
Dependencies
Bundle weight · lightRegistry dependencies
utils
Files2 · source cached 10/8/2026, 8:09:09 AM
src/components/banner-pattern/banner-pattern.tsx
"use client";
/*
* BannerPattern: neon.com's banner dot pattern as a live WebGL
* surface — a square-dot grid masking a drifting color field, so
* every dot samples the green-to-amber glow behind it. A brand
* background for banners, cards, and covers. Static single frame
* under reduced motion. GLSL lives in banner-pattern-shader.ts.
*/
import { useEffect, useRef } from "react";
import type { ComponentProps } from "react";
import { cn } from "@/lib/utils";
import { BANNER_FRAGMENT, BANNER_VERTEX } from "./banner-pattern-shader";
export type BannerPatternPalette = [
base: string,
green: string,
sage: string,
amber: string,
cream: string,
rust: string,
];
export type BannerPatternProps = Omit<ComponentProps<"canvas">, "children"> & {
/** Animation speed multiplier; 0 freezes the field. */
speed?: number;
/** Grid cell size in CSS pixels. */
cell?: number;
/** 0-0.5 dot half-width as a fraction of the cell. */
dotSize?: number;
/** 0-1 unmasked ambient glow behind the dots. */
haze?: number;
/** 0-1 per-dot brightness variance. */
jitter?: number;
/** The field, painted back to front: [base, green, sage, amber, cream, rust]. */
colors?: BannerPatternPalette;
};
/**
* Seconds for a dial or palette change to close ~63% of its gap —
* uniforms ease toward their targets each frame, so a dragged slider
* or a palette switch glides instead of snapping.
*/
const SMOOTH_TAU = 0.12;
const DEFAULT_COLORS: BannerPatternPalette = [
"#0a0b09",
"#34d59a",
"#97b47d",
"#feaa2c",
"#ffeacc",
"#b03323",
];
const parseColor = (css: string): [number, number, number] => {
const probe = document.createElement("canvas");
probe.width = 1;
probe.height = 1;
const context = probe.getContext("2d");
if (!context) {
return [0, 0, 0];
}
context.fillStyle = css;
context.fillRect(0, 0, 1, 1);
const [r, g, b] = context.getImageData(0, 0, 1, 1).data;
return [(r ?? 0) / 255, (g ?? 0) / 255, (b ?? 0) / 255];
};
const warnDev = (message: string) => {
if (typeof process !== "undefined" && process.env.NODE_ENV !== "production") {
console.warn(message);
}
};
const compile = (
gl: WebGLRenderingContext,
type: number,
source: string
): WebGLShader | null => {
const shader = gl.createShader(type);
if (!shader) {
return null;
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
warnDev(
`neon-ui: shader compile failed: ${gl.getShaderInfoLog(shader) ?? "unknown"}`
);
gl.deleteShader(shader);
return null;
}
return shader;
};
export const BannerPattern = ({
cell = 8,
className,
colors = DEFAULT_COLORS,
dotSize = 0.14,
haze = 0.5,
jitter = 0.35,
speed = 0.5,
...props
}: BannerPatternProps) => {
const canvasRef = useRef<HTMLCanvasElement>(null);
// Shader time, accumulated frame by frame so a speed change scales
// the flow from here instead of teleporting the whole field.
const phaseRef = useRef(0);
const lastFrameRef = useRef<number | null>(null);
// Smoothed uniform values, persisting across prop-driven re-inits.
const smoothedRef = useRef<Record<string, number> | null>(null);
const [base, green, sage, amber, cream, rust] = colors;
useEffect(() => {
const canvas = canvasRef.current;
const gl = canvas?.getContext("webgl", { alpha: false });
if (!(canvas && gl)) {
return;
}
const vertex = compile(gl, gl.VERTEX_SHADER, BANNER_VERTEX);
const fragment = compile(gl, gl.FRAGMENT_SHADER, BANNER_FRAGMENT);
const program = gl.createProgram();
if (!(vertex && fragment && program)) {
if (vertex) {
gl.deleteShader(vertex);
}
if (fragment) {
gl.deleteShader(fragment);
}
return;
}
gl.attachShader(program, vertex);
gl.attachShader(program, fragment);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
warnDev(
`neon-ui: program link failed: ${gl.getProgramInfoLog(program) ?? "unknown"}`
);
gl.deleteProgram(program);
gl.deleteShader(vertex);
gl.deleteShader(fragment);
return;
}
// oxlint-disable-next-line react/react-compiler -- WebGL method, not a React hook
gl.useProgram(program);
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 3, -1, -1, 3]),
gl.STATIC_DRAW
);
const position = gl.getAttribLocation(program, "a_position");
gl.enableVertexAttribArray(position);
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const uResolution = gl.getUniformLocation(program, "u_resolution");
const uTime = gl.getUniformLocation(program, "u_time");
const uCell = gl.getUniformLocation(program, "u_cell");
const uDot = gl.getUniformLocation(program, "u_dot");
const uHaze = gl.getUniformLocation(program, "u_haze");
const uJitter = gl.getUniformLocation(program, "u_jitter");
const palette = [
["u_base", base],
["u_green", green],
["u_sage", sage],
["u_amber", amber],
["u_cream", cream],
["u_rust", rust],
] as const;
const targets: Record<string, number> = {
cell,
dotSize,
haze,
jitter,
speed,
};
for (const [name, css] of palette) {
const [r, g, b] = parseColor(css);
targets[`${name}_r`] = r;
targets[`${name}_g`] = g;
targets[`${name}_b`] = b;
}
smoothedRef.current ??= { ...targets };
const smoothed = smoothedRef.current;
const colorLocations = palette.map(([name]) =>
gl.getUniformLocation(program, name)
);
/** Ease every uniform toward its target and upload; k=1 snaps. */
const applyUniforms = (k: number) => {
for (const key of Object.keys(targets)) {
const current = smoothed[key] ?? targets[key] ?? 0;
smoothed[key] = current + ((targets[key] ?? 0) - current) * k;
}
gl.uniform1f(uCell, (smoothed.cell ?? cell) * dpr);
gl.uniform1f(uDot, smoothed.dotSize ?? dotSize);
gl.uniform1f(uHaze, smoothed.haze ?? haze);
gl.uniform1f(uJitter, smoothed.jitter ?? jitter);
for (const [index, [name]] of palette.entries()) {
gl.uniform3f(
colorLocations[index] ?? null,
smoothed[`${name}_r`] ?? 0,
smoothed[`${name}_g`] ?? 0,
smoothed[`${name}_b`] ?? 0
);
}
};
let frame = 0;
let staticFrame = false;
const renderStatic = () => {
applyUniforms(1);
gl.uniform1f(uTime, 5);
gl.drawArrays(gl.TRIANGLES, 0, 3);
};
const resize = () => {
const width = Math.max(1, Math.round(canvas.clientWidth * dpr));
const height = Math.max(1, Math.round(canvas.clientHeight * dpr));
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
gl.viewport(0, 0, width, height);
}
gl.uniform2f(uResolution, canvas.width, canvas.height);
};
const observer = new ResizeObserver(() => {
resize();
if (staticFrame) {
renderStatic();
}
});
observer.observe(canvas);
resize();
const dispose = () => {
observer.disconnect();
gl.deleteBuffer(quad);
gl.deleteProgram(program);
gl.deleteShader(vertex);
gl.deleteShader(fragment);
};
const draw = (now: number) => {
const last = lastFrameRef.current ?? now;
lastFrameRef.current = now;
// Skip GL work while hidden (e.g. behind a docs Code overlay's
// visibility:hidden panel) — keep the loop alive, drop the cost.
if (!(canvas.checkVisibility?.() ?? true)) {
frame = requestAnimationFrame(draw);
return;
}
const dt = (now - last) / 1000;
applyUniforms(1 - Math.exp(-dt / SMOOTH_TAU));
phaseRef.current += dt * (smoothed.speed ?? speed);
gl.uniform1f(uTime, phaseRef.current);
gl.drawArrays(gl.TRIANGLES, 0, 3);
frame = requestAnimationFrame(draw);
};
const reduced = window.matchMedia("(prefers-reduced-motion: reduce)");
if (reduced.matches || speed === 0) {
staticFrame = true;
resize();
renderStatic();
return dispose;
}
frame = requestAnimationFrame(draw);
return () => {
cancelAnimationFrame(frame);
dispose();
};
}, [
amber,
base,
cell,
cream,
dotSize,
green,
haze,
jitter,
rust,
sage,
speed,
]);
return (
<canvas
aria-hidden="true"
className={cn("size-full", className)}
data-slot="banner-pattern"
ref={canvasRef}
{...props}
/>
);
};
src/components/banner-pattern/banner-pattern-shader.ts
/*
* The visual shader for BannerPattern, kept separate from the React
* mount.
*
* A recreation of neon.com's banner-pattern.svg, which builds its dot
* field in two layers:
*
* - a color field of big blurred gradient ellipses — Neon green
* upper-left, sage bridging the middle, amber strengthening right,
* a cream hot spot in the top-right corner, rust pooling low
* - a square-dot grid used as an alpha MASK over that field, so each
* dot simply samples whatever color sits behind it
*
* On top of the mask the source adds fractal-noise grain and a faint
* unmasked glow; here that becomes per-dot brightness jitter and a
* dim ambient haze of the same field behind the dots.
*
* Fragment shader uniforms:
* - u_resolution (vec2): canvas resolution in pixels
* - u_time (float): animation time in seconds (pre-multiplied by speed)
* - u_cell (float): grid cell size in device pixels
* - u_dot (float): 0-0.5 dot half-width as a fraction of the cell
* - u_haze (float): 0-1 unmasked ambient glow strength
* - u_jitter (float): 0-1 per-dot brightness variance
* - u_base / u_green / u_sage / u_amber / u_cream / u_rust (vec3):
* the palette, painted back to front
*/
export const BANNER_VERTEX = `
attribute vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
}
`;
export const BANNER_FRAGMENT = `
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_cell;
uniform float u_dot;
uniform float u_haze;
uniform float u_jitter;
uniform vec3 u_base;
uniform vec3 u_green;
uniform vec3 u_sage;
uniform vec3 u_amber;
uniform vec3 u_cream;
uniform vec3 u_rust;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
/* Gaussian falloff, elongated by the per-axis stretch. */
float blob(vec2 p, vec2 center, float radius, vec2 stretch) {
vec2 d = (p - center) / stretch;
return exp(-dot(d, d) / (radius * radius));
}
/* A slow elliptical orbit unique to each blob — fast enough that the
dots visibly change color at speed 1 and clearly flow at speed 3. */
vec2 orbit(float t, float phase, float amount) {
return vec2(cos(t * 0.3 + phase), sin(t * 0.2 + phase * 1.7)) * amount;
}
/* The color field the dots sample — blobs painted back to front. */
vec3 field(vec2 p, float aspect, float t) {
vec3 color = u_base;
float green = blob(
p, vec2(0.22 * aspect, 0.98) + orbit(t, 0.0, 0.09), 0.55, vec2(1.2, 1.0));
color = mix(color, u_green, min(green * 0.85, 1.0));
float sage = blob(
p, vec2(0.52 * aspect, 0.72) + orbit(t, 1.9, 0.1), 0.45, vec2(1.2, 1.0));
color = mix(color, u_sage, min(sage * 0.6, 1.0));
float amber = blob(
p, vec2(0.86 * aspect, 0.78) + orbit(t, 3.4, 0.09), 0.5, vec2(1.1, 1.1));
color = mix(color, u_amber, min(amber * 0.9, 1.0));
float cream = blob(
p, vec2(1.03 * aspect, 1.02) + orbit(t, 4.8, 0.06), 0.24, vec2(1.0, 1.0));
color = mix(color, u_cream, min(cream * 0.9, 1.0));
float rust = blob(
p, vec2(0.92 * aspect, 0.12) + orbit(t, 5.9, 0.09), 0.45, vec2(1.35, 1.0));
color = mix(color, u_rust, min(rust * 0.6, 1.0));
return color;
}
/* An antialiased square dot centered in each grid cell. */
float dotMask(vec2 fragPx, float cell, float halfWidth) {
vec2 f = abs(fract(fragPx / cell) - 0.5);
float aa = 1.0 / cell;
return smoothstep(halfWidth + aa, halfWidth - aa, f.x) *
smoothstep(halfWidth + aa, halfWidth - aa, f.y);
}
void main() {
float aspect = u_resolution.x / u_resolution.y;
vec2 uv = gl_FragCoord.xy / u_resolution;
vec2 p = vec2(uv.x * aspect, uv.y);
float t = u_time;
vec3 sampled = field(p, aspect, t);
// Per-dot brightness jitter, the shader's stand-in for the source's
// fractal-noise grain: each cell keeps its own fixed variance.
vec2 cellId = floor(gl_FragCoord.xy / u_cell);
float jitter = mix(1.0 - u_jitter * 0.5, 1.0, hash(cellId));
float mask = dotMask(gl_FragCoord.xy, u_cell, u_dot);
// The dots sample the field; a dim haze of the same field sits
// behind them, like the source's unmasked glow ellipse.
vec3 color = sampled * (u_haze * 0.18) + sampled * mask * jitter;
gl_FragColor = vec4(color, 1.0);
}
`;