shadimage
pipecat
componentaudio-visualizer-wavesource: ok · hit

Audio Visualizer Wave

Shader aura audio visualizer with optional dithering: swirling ribbons of turbulent light that animate between the shared visualizer lifecycle states (connecting, silent, speaking, thinking), with the aura swelling on live volume. Ships its own Shadertoy-compatible WebGL runtime. Headless view for any MediaStreamTrack, plus a Pipecat-connected wrapper.

npx shadcn add "https://ui.pipecat.ai/r/audio-visualizer-wave.json"
free

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Interaction

animated-counter

Tags auto-generated by rules on 9/24/2026 — empty means no evidence, not lack of support.

Dependencies

Bundle weight · light
@pipecat-ai/client-js@^1.13.1@pipecat-ai/client-react@^1.8.2motion@^13.2.0

Files3 · source cached 10/14/2026, 2:31:00 PM

src/components/audio-visualizer-wave.tsx
"use client";
import { usePipecatClientMediaTrack } from "@pipecat-ai/client-react";
import {
  animate,
  motionValue,
  type MotionValue,
  type ValueAnimationTransition,
} from "motion/react";
import {
  memo,
  useEffect,
  useMemo,
  useRef,
  useState,
  type RefObject,
} from "react";

import { WaveShader } from "@/components/pipecat/wave-shader";
import {
  createVisualizerAnalyser,
  resolveVisualizerColor,
  type VisualizerState,
} from "@/lib/visualizer";

export type { VisualizerState };

type ParticipantType = Parameters<typeof usePipecatClientMediaTrack>[1];

export type DitherMethod = "bayer2" | "bayer4" | "bayer8" | "ign" | "noise";

export interface DitherOptions {
  /** Threshold pattern (default "bayer8"). */
  method?: DitherMethod;
  /** Pixel grid size in CSS px (1–4096, default 3). */
  pixelSize?: number;
  /** Color steps per channel (rounded to 2–256, default 4). */
  levels?: number;
  /** Alpha steps (rounded to 2–256, defaults to levels). */
  alphaLevels?: number;
  /** Pattern strength (0–1, default 1); 0 gives plain posterization. */
  strength?: number;
}

export interface AudioVisualizerWaveViewProps {
  /** Audio track to visualize. Rests as a calm drifting aura when null. */
  track?: MediaStreamTrack | null;
  /**
   * Aura color. Any CSS color, "currentColor", or a "--css-var" name.
   * Defaults to a vivid cyan — the aura is made of light, so near-black
   * colors wash out to gray.
   */
  color?: string;
  /** Second CSS color; pins the palette and disables speech-driven hue spreading. */
  accentColor?: string;
  /** Palette banding frequency (default 0.05); hue range is controlled by hueSpread. */
  colorShift?: number;
  /** Accent hue offset as a fraction of the color wheel (default 0.18). Ignored with accentColor. */
  hueSpread?: number;
  /** Visualizer size in px (square, default 224). */
  size?: number;
  /** Animation speed multiplier over the state's base pace (default 1). */
  speed?: number;
  /** Edge-deformation multiplier over the state's base depth (default 1). */
  amplitude?: number;
  /** Brightness multiplier over the state's base glow (default 1). */
  glow?: number;
  /** Edge blur/softness of the aura (default 0.2). */
  softness?: number;
  /** Body fill: 0 for contour wisps, 1 for a solid orb (default 0.4). */
  fill?: number;
  /** Layer falloff relative to sample travel (0–1, default 0.28); higher values soften banding. */
  smoothing?: number;
  /**
   * Ink gain before tone mapping (default 0.55). The tone curve saturates
   * hard, so a lower density keeps the mid-tones inside its responsive
   * range and the contours visible; raise it for a denser, hotter aura.
   */
  density?: number;
  /**
   * Brightness at the very centre of the hollow (0–1, default 0.1). 0
   * empties the middle completely; raise it to keep a glow in there.
   */
  core?: number;
  /**
   * Fraction of the radius left open in the middle (0–1, default 0.3).
   * The ink ramps from `core` at this radius up to full at the surface,
   * so the orb reads as a shell with a void you can see into.
   */
  hollow?: number;
  /** Shell depth as a fraction of the radius (0–1, default 0.22). */
  depth?: number;
  /**
   * Specular highlight strength (default 0.2; 0 removes it). Kept low now
   * that the middle is hollow — it sits over the void, where it reads
   * much more strongly than it did against a filled body.
   */
  highlight?: number;
  /** Remove the specular shine over the hollow. */
  noHighlight?: boolean;
  /**
   * Shine tint. Any CSS color, "currentColor", or a "--css-var" name.
   * Defaults to white warmed a little toward the aura color.
   */
  highlightColor?: string;
  /** Ribbon count (default 24). Changing it recompiles the shader; GPU cost scales linearly. */
  iterations?: number;
  /**
   * Optional pixel grid and palette quantization (default false).
   * Toggling or changing method recompiles; numeric options update as uniforms.
   */
  dither?: boolean | DitherOptions;
  /**
   * Background optimization: "dark" composites tonemapped light, "light"
   * boosts saturation. Defaults to detecting the root element's "dark"
   * class, tracked live.
   */
  themeMode?: "dark" | "light";
  /**
   * Override the speech level computed from the track (0–1) — stands in
   * for both the phrase envelope and the gain-following pulse.
   */
  volume?: number;
  /** Connecting takes precedence over thinking and ignores the audio track. */
  isConnecting?: boolean;
  /**
   * Override: the bot is working on a response — the aura pulses deeply.
   * The track is ignored while set.
   */
  isThinking?: boolean;
  className?: string;
}

/** Ignore frame gaps longer than this (tab was backgrounded). */
const MAX_FRAME_SECONDS = 0.1;

/**
 * Band the level is measured over. Speech lives here, and the near-silent
 * top of the spectrum would otherwise drag the average down to a fraction
 * of its range — which reads as an aura that barely responds.
 */
const ENERGY_BAND_HZ = { low: 200, high: 8000 };

/** Band RMS at conversational level, which maps to a full-scale 1. */
const ENERGY_REFERENCE_RMS = 0.3;
/** Envelope time constants in seconds; a slower release smooths gaps between phrases. */
const ENERGY_ATTACK_SECONDS = 0.32;
const ENERGY_RELEASE_SECONDS = 1.3;

/** A faster envelope makes body scale follow syllables while other parameters follow phrases. */
const PULSE_ATTACK_SECONDS = 0.06;
const PULSE_RELEASE_SECONDS = 0.28;

/** Radians per second at speed 1. Integrate phase so pace changes do not jump the pattern. */
const PHASE_RATE = 0.05;

/**
 * Hue rotations per second at speed 1. Integrated at the same speed as the
 * phase, so the palette barely creeps at rest and visibly travels while
 * the bot is talking.
 */
const HUE_RATE = 0.0018;

const DEFAULT_TRANSITION: ValueAnimationTransition = {
  duration: 0.5,
  ease: "easeOut",
};
const DEFAULT_PULSE_TRANSITION: ValueAnimationTransition = {
  duration: 0.35,
  ease: "easeOut",
  repeat: Infinity,
  repeatType: "mirror",
};

interface AuraStateParams {
  speed: number;
  scale: number;
  amplitude: number;
  frequency: number;
  variance: number;
  brightness: number;
}

/** Speaking starts at the quiet baseline; ENERGY_GAIN adds the response to live speech. */
const STATE_PARAMS: Record<VisualizerState, AuraStateParams> = {
  silent: {
    speed: 6,
    scale: 0.22,
    amplitude: 0.35,
    frequency: 0.35,
    variance: 0.06,
    brightness: 1.15,
  },
  connecting: {
    speed: 20,
    scale: 0.26,
    amplitude: 0.45,
    frequency: 0.7,
    variance: 0.1,
    brightness: 1.5,
  },
  thinking: {
    speed: 30,
    scale: 0.26,
    amplitude: 0.4,
    frequency: 1.0,
    variance: 0.2,
    brightness: 1.5,
  },
  speaking: {
    speed: 8,
    scale: 0.25,
    amplitude: 0.35,
    frequency: 0.45,
    variance: 0.08,
    brightness: 1.25,
  },
};

/** Full-speech gains. Scale uses the fast pulse envelope; other parameters use slow energy. */
const ENERGY_GAIN = {
  /** ~35% of the resting radius at full gain. */
  scale: 0.085,
  speed: 70,
  amplitude: 1.0,
  frequency: 1.0,
  variance: 0.7,
  /** Fraction of extra glow at full energy. */
  brightness: 0.9,
  /** Multiplier on the caller's colorShift at full energy. */
  colorShift: 1.6,
  /**
   * Multiplier on the caller's hueSpread at full energy. Speech pushes the
   * two tones further apart — more color in the orb — without ever adding
   * a third.
   */
  hueSpread: 0.6,
};

/** The two waiting states breathe; the rest hold a steady glow. */
const PULSE_BRIGHTNESS: Partial<Record<VisualizerState, number[]>> = {
  connecting: [1.7, 2.3],
  thinking: [0.8, 2.8],
};

/**
 * Displacement budget of the turbulence, in units of amplitude/frequency:
 * each of the 4 layers pushes along the swirl matrix's first column
 * (length ≈ 0.65) at 1.4× the previous layer's frequency (Σ 1.4⁻ⁱ ≈ 2.58).
 */
const TURB_REACH = 0.65 * 2.58;
/** Visible fraction of the worst-case bound, calibrated against the shader at full speech energy. */
const TURB_VISIBLE_REACH = 0.74;

/** Fit full-energy speech to the canvas; the resting margin leaves room for swelling. */
function auraLogicalSpan(amplitudeProp: number, softness: number): number {
  const atFullEnergy = {
    scale: STATE_PARAMS.speaking.scale + ENERGY_GAIN.scale,
    amplitude: STATE_PARAMS.speaking.amplitude + ENERGY_GAIN.amplitude,
    frequency: STATE_PARAMS.speaking.frequency + ENERGY_GAIN.frequency,
  };
  const params = [...Object.values(STATE_PARAMS), atFullEnergy];
  const maxScale = Math.max(...params.map((p) => p.scale));
  // Displacement is amplitude over the shader's mix(2, 15, uFrequency).
  const maxTurb = Math.max(
    ...params.map((p) => p.amplitude / (2 + 13 * p.frequency)),
  );
  const churn = maxTurb * amplitudeProp * TURB_REACH * TURB_VISIBLE_REACH;
  // The blurred edge glows a little past the surface.
  const glow = 0.05 * softness + 0.005;
  return 2 * (maxScale + churn + glow);
}

// #1FD5F9 as shader RGB — the fallback when a color can't be parsed.
const DEFAULT_RGB: [number, number, number] = [0.121, 0.835, 0.976];

/** Resolved CSS color → RGB floats for the shader uniform. */
function colorToRgb(color: string): [number, number, number] {
  const ctx = document.createElement("canvas").getContext("2d");
  if (!ctx) return DEFAULT_RGB;
  ctx.fillStyle = color;
  const normalized = String(ctx.fillStyle);
  if (normalized.startsWith("#")) {
    const n = parseInt(normalized.slice(1, 7), 16);
    return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
  }
  const parts = normalized.match(/[\d.]+/g);
  if (parts && parts.length >= 3) {
    return [
      Number(parts[0]) / 255,
      Number(parts[1]) / 255,
      Number(parts[2]) / 255,
    ];
  }
  return DEFAULT_RGB;
}

/**
 * RGB floats → HSV floats, the inverse of the shader's hsv2rgb. The
 * palette endpoints are resolved here so the shader never has to convert
 * a color forward per pixel.
 */
function rgbToHsv([r, g, b]: [number, number, number]): [
  number,
  number,
  number,
] {
  const max = Math.max(r, g, b);
  const d = max - Math.min(r, g, b);
  let h = 0;
  if (d > 0) {
    if (max === r) h = ((g - b) / d + 6) % 6;
    else if (max === g) h = (b - r) / d + 2;
    else h = (r - g) / d + 4;
    h /= 6;
  }
  return [h, max === 0 ? 0 : d / max, max];
}

const DITHER_DEFAULTS = {
  method: "bayer8",
  pixelSize: 3,
  levels: 4,
  strength: 1,
} as const satisfies Required<Omit<DitherOptions, "alphaLevels">>;

const DITHER_PATTERN: Record<DitherMethod, string> = {
  bayer2: "b2(c)",
  bayer4: "b4(c)",
  bayer8: "b8(c)",
  ign: "fract(52.9829189 * fract(dot(c, vec2(0.06711056, 0.00583715))))",
  noise: "rf(c).x",
};

function ditherValue(
  value: number | undefined,
  fallback: number,
  min: number,
  max: number,
) {
  return Math.min(
    max,
    Math.max(
      min,
      value !== undefined && Number.isFinite(value) ? value : fallback,
    ),
  );
}

const makeDitherSource = (method: DitherMethod) => `
float b2(vec2 a) {
  a = mod(floor(a), 2.0);
  return fract(a.x * 0.5 + a.y * a.y * 0.75);
}
float b4(vec2 a) { return b2(a * 0.5) * 0.25 + b2(a); }
float b8(vec2 a) { return b4(a * 0.5) * 0.25 + b2(a); }

float dt(vec2 c) {
  return mix(0.5, ${DITHER_PATTERN[method]}, uDitherStrength);
}

float qz(float x, float l, float t) {
  float s = max(l - 1.0, 1.0);
  return floor(clamp(x, 0.0, 1.0) * s + t) / s;
}

`;

/** Ribbon count and dither method are compile-time constants; disabled dither adds no fragment work. */
const makeShaderSource = (iterations: number, dither: DitherMethod | null) => {
  const antiBanding = dither ? "" : "    cl += (rf(I).x - 0.5) / 255.0;\n";
  return `
const float T = 6.283185;
const float N = ${iterations.toFixed(1)};

vec2 rf(vec2 p) {
  p = fract(p * vec2(443.897, 441.423));
  p += dot(p, p.yx + 19.19);
  return fract((p.xx + p.yx) * p.xy);
}

vec3 tm(vec3 x) {
  x *= 4.0;
  return x / (1.0 + x);
}

float lm(vec3 cl) {
  return dot(cl, vec3(0.299, 0.587, 0.114));
}

vec3 hr(vec3 c) {
  vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
  vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
  return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}

float sc(vec2 st, float r) {
  return length(st) - r;
}

vec2 tb(vec2 q, float t, float it) {

  mat2 m0 = mat2(0.6, -0.25, 0.25, 0.9);

  mat2 m1 = mat2(0.6, -0.8, 0.8, 0.6);

  float f = mix(2.0, 15.0, uFrequency);
  float a = uAmplitude;
  float g = 1.4;
  float at = t;

  const int L = 4;
  for(int i = 0; i < L; i++) {

    vec2 rp = q * m0;
    vec2 w = sin(f * rp + float(i) * at + it);

    q += (a / f) * m0[0] * w;

    m0 *= m1;
    a *= mix(1.0, max(w.x, w.y), uVariance);
    f *= g;
  }

  return q;
}

${dither ? makeDitherSource(dither) : ""}void mainImage(out vec4 O, in vec2 I) {
${
  dither
    ? `  vec2 c = floor(I / uPixelSize);
  I = (c + 0.5) * uPixelSize;
`
    : ""
}  vec2 uv = I / iResolution.xy;

  vec3 pp = vec3(0.0);

  float t = uPhase;

  vec2 q = (uv - 0.5) * uSpan;

  vec2 pv = tb(q, t, 0.0 - 1.0 / N);
  float sp = mix(1.0, T, 0.5);

  float rn = length(q) / max(uScale, 1e-5);

  float ho = mix(uCore, 1.0, smoothstep(uHollow, 1.0, rn));

  for(float i = 1.0; i < N + 1.0; i++) {
    float k = i / N;
    vec2 st = tb(q, t, k * sp);

    float sd = sc(st, uScale * (1.0 - uDepth * k));
    float d = abs(sd);
    float pd = distance(st, pv);
    pv = st;

    float db = exp2(pd * 2.0 * 1.4426950408889634) - 1.0;
    float e = uBlur * 0.05 + max(db * uSmoothing, 0.001);

    float sh = smoothstep(0.0, e, d) - 1.0;
    float bd = smoothstep(0.0, e, max(sd, 0.0)) - 1.0;
    float ik = mix(sh, bd, uFill) * ho;

    vec3 cl = uColor;
    if(dot(abs(uHsvDelta), vec3(1.0)) > 0.001) {

      float w = 0.5 + 0.5 * sin(T * (uHueDrift + k * uColorShift * 1.5));

      vec3 hs = uColorHsv + uHsvDelta * smoothstep(0.2, 0.8, w);
      hs.x = fract(hs.x);
      hs.yz = clamp(hs.yz, 0.0, 1.0);
      cl = hr(hs);
    }

    pp += ik * cl;
  }

  pp *= 1.0 / N;

  vec2 hp = q - vec2(-0.3, 0.3) * uScale;
  float ss = uHighlight * exp(-dot(hp, hp) / max(uScale * uScale * 0.07, 1e-6));
  vec3 hl = ss * uHighlightColor;

  vec3 cl;

  if(uMode < 0.5) {
    cl = (-pp * uDensity) * 1.2 + hl;
${antiBanding}    cl = tm(cl);
    float al = lm(cl) * uMix;
    O = vec4(cl * uMix, al);
  }

  else {
    cl = -pp * uDensity + hl;
${antiBanding}
    float br = length(cl);
    vec3 di = br > 0.0 ? cl / br : cl;

    float fa = 2.0;
    float mb = (br * fa) / (1.0 + br * fa);
    cl = di * mb;

    float gr = dot(cl, vec3(0.2, 0.5, 0.1));
    float sb = 3.0;
    cl = mix(vec3(gr), cl, sb);

    cl = clamp(cl, 0.0, 1.0);

    float al = mb * clamp(uMix, 1.0, 2.0);
    O = vec4(cl, al);
  }
${
  dither
    ? `
  float th = dt(c);
  O = vec4(
    qz(O.r, uDitherLevels, th),
    qz(O.g, uDitherLevels, th),
    qz(O.b, uDitherLevels, th),
    qz(O.a, uDitherAlphaLevels, th)
  );
`
    : ""
}}`;
};

/**
 * The mutable uniform store behind one shader instance. WaveShader
 * reads each .value fresh every frame, so animation writes land here
 * directly — React never re-renders on the hot path.
 */
type AuraUniformStore = {
  /** Accumulated wave phase, advanced per frame at the current pace. */
  uPhase: { type: "1f"; value: number };
  /** Fit full-energy speech to the canvas; the resting margin leaves room for swelling. */
  uSpan: { type: "1f"; value: number };
  /** Edge blur/softness. */
  uBlur: { type: "1f"; value: number };
  /** Orb radius in shader space (state base + pulse swell). */
  uScale: { type: "1f"; value: number };
  /** Wave frequency and complexity. */
  uFrequency: { type: "1f"; value: number };
  /** Turbulence amplitude (state base + energy, × amplitude prop). */
  uAmplitude: { type: "1f"; value: number };
  /** Brightness of the aurora (state base × energy boost × glow prop). */
  uMix: { type: "1f"; value: number };
  /** Amplitude variation across layers (0–1) — the churn's raggedness. */
  uVariance: { type: "1f"; value: number };
  /** Layer falloff relative to sample travel (0–1, default 0.28); higher values soften banding. */
  uSmoothing: { type: "1f"; value: number };
  /** Ink gain before tone mapping; low leaves headroom for gradients. */
  uDensity: { type: "1f"; value: number };
  /** 0 = open contour wisps, 1 = a filled body. */
  uFill: { type: "1f"; value: number };
  /** Brightness at the very centre (0–1); the floor of the hollow. */
  uCore: { type: "1f"; value: number };
  /** Fraction of the radius left open in the middle (0–1). */
  uHollow: { type: "1f"; value: number };
  /** How far the innermost layer recedes, as a fraction of the radius. */
  uDepth: { type: "1f"; value: number };
  /** Specular highlight strength. */
  uHighlight: { type: "1f"; value: number };
  /** Rotating hue offset, advanced per frame with the phase. */
  uHueDrift: { type: "1f"; value: number };
  /** How often the palette crosses between its two tones, per layer. */
  uColorShift: { type: "1f"; value: number };
  /** HSV step from the base color to its accent tone. */
  uHsvDelta: { type: "3fv"; value: [number, number, number] };
  /** Display mode: 0=dark background, 1=light background. */
  uMode: { type: "1f"; value: number };
  /** Aura color as shader RGB floats. */
  uColor: { type: "3fv"; value: [number, number, number] };
  /** The aura color again, pre-converted to HSV for the palette blend. */
  uColorHsv: { type: "3fv"; value: [number, number, number] };
  /** Shine tint as shader RGB floats. */
  uHighlightColor: { type: "3fv"; value: [number, number, number] };
  uPixelSize: { type: "1f"; value: number };
  uDitherLevels: { type: "1f"; value: number };
  uDitherAlphaLevels: { type: "1f"; value: number };
  uDitherStrength: { type: "1f"; value: number };
};

interface AuraEngine {
  speed: MotionValue<number>;
  scale: MotionValue<number>;
  amplitude: MotionValue<number>;
  frequency: MotionValue<number>;
  variance: MotionValue<number>;
  brightness: MotionValue<number>;
  /** Accumulated wave phase (see PHASE_RATE). */
  phase: number;
  /** Rotating hue offset 0–1 (see HUE_RATE). */
  hueDrift: number;
  uniforms: AuraUniformStore;
}

/**
 * Motion values plus the uniform store they feed; created once per
 * mounted visualizer, seeded so the mount animation eases into the
 * silent baseline.
 */
function createAuraEngine(): AuraEngine {
  return {
    speed: motionValue(STATE_PARAMS.silent.speed),
    scale: motionValue(0.2),
    amplitude: motionValue(1.0),
    frequency: motionValue(0.35),
    variance: motionValue(0.06),
    brightness: motionValue(0.9),
    phase: 0,
    hueDrift: 0,
    uniforms: {
      uPhase: { type: "1f", value: 0 },
      uSpan: { type: "1f", value: auraLogicalSpan(1, 0.2) },
      uBlur: { type: "1f", value: 0.2 },
      uScale: { type: "1f", value: 0.2 },
      uFrequency: { type: "1f", value: 0.35 },
      uAmplitude: { type: "1f", value: 1.0 },
      uMix: { type: "1f", value: 0.9 },
      uVariance: { type: "1f", value: 0.06 },
      uSmoothing: { type: "1f", value: 0.28 },
      uDensity: { type: "1f", value: 0.55 },
      uFill: { type: "1f", value: 0.4 },
      uCore: { type: "1f", value: 0.1 },
      uHollow: { type: "1f", value: 0.3 },
      uDepth: { type: "1f", value: 0.22 },
      uHighlight: { type: "1f", value: 0.2 },
      uHueDrift: { type: "1f", value: 0 },
      uColorShift: { type: "1f", value: 0.05 },
      uHsvDelta: { type: "3fv", value: [0.18, 0, 0] },
      uMode: { type: "1f", value: 1.0 },
      uColor: { type: "3fv", value: [...DEFAULT_RGB] },
      uColorHsv: { type: "3fv", value: rgbToHsv(DEFAULT_RGB) },
      uHighlightColor: { type: "3fv", value: defaultHighlightRgb(DEFAULT_RGB) },
      uPixelSize: { type: "1f", value: DITHER_DEFAULTS.pixelSize },
      uDitherLevels: { type: "1f", value: DITHER_DEFAULTS.levels },
      uDitherAlphaLevels: { type: "1f", value: DITHER_DEFAULTS.levels },
      uDitherStrength: { type: "1f", value: DITHER_DEFAULTS.strength },
    },
  };
}

/** The default shine tint: white warmed a little toward the aura color. */
function defaultHighlightRgb(
  rgb: [number, number, number],
): [number, number, number] {
  return [0.65 + 0.35 * rgb[0], 0.65 + 0.35 * rgb[1], 0.65 + 0.35 * rgb[2]];
}

/** A live analyser and the speech envelopes integrated over it. */
interface AuraAudio {
  analyser: AnalyserNode;
  data: Uint8Array<ArrayBuffer>;
  firstBin: number;
  lastBin: number;
  binCount: number;
  /** Phrase-shaped energy: slow to rise, slower to fall. */
  energy: number;
  /** Gain-following level for the body's swell. */
  pulse: number;
}

/** Per-frame inputs the compositor reads without re-subscribing. */
interface AuraFrameInputs {
  state: VisualizerState;
  volume?: number;
  speed: number;
  amplitude: number;
  glow: number;
  colorShift: number;
  hueSpread: number;
}

/** One rAF loop updates uniforms without React renders. Energy follows phrases; pulse follows syllables. Envelopes use elapsed time. */
function useAuraUniforms(opts: {
  state: VisualizerState;
  track: MediaStreamTrack | null;
  volume?: number;
  color: string;
  accentColor?: string;
  colorShift: number;
  hueSpread: number;
  speed: number;
  amplitude: number;
  glow: number;
  softness: number;
  fill: number;
  core: number;
  hollow: number;
  depth: number;
  smoothing: number;
  density: number;
  highlight: number;
  noHighlight: boolean;
  highlightColor?: string;
  ditherPixelSize: number;
  ditherLevels: number;
  ditherAlphaLevels: number;
  ditherStrength: number;
  themeMode?: "dark" | "light";
  className?: string;
  rootRef: RefObject<HTMLDivElement | null>;
}): AuraUniformStore {
  const {
    state,
    track,
    volume,
    color,
    accentColor,
    colorShift,
    hueSpread,
    speed,
    amplitude,
    glow,
    softness,
    fill,
    core,
    hollow,
    depth,
    smoothing,
    density,
    highlight,
    noHighlight,
    highlightColor,
    ditherPixelSize,
    ditherLevels,
    ditherAlphaLevels,
    ditherStrength,
    themeMode,
    className,
    rootRef,
  } = opts;
  const [engine] = useState(createAuraEngine);
  const audioRef = useRef<AuraAudio | null>(null);
  // The HSV step to an explicit accentColor; null derives it from
  // hueSpread instead.
  const accentDeltaRef = useRef<[number, number, number] | null>(null);
  const frameInputsRef = useRef<AuraFrameInputs>({
    state,
    volume,
    speed,
    amplitude,
    glow,
    colorShift,
    hueSpread,
  });

  useEffect(() => {
    frameInputsRef.current = {
      state,
      volume,
      speed,
      amplitude,
      glow,
      colorShift,
      hueSpread,
    };
  });

  // The compositor: one always-on rAF loop for everything per-frame.
  // Unmount cancels it and parks the motion values — the infinite pulse
  // animations would otherwise tick forever.
  useEffect(() => {
    const { uniforms } = engine;
    let rafId = 0;
    let last = performance.now();
    const tick = (now: number) => {
      const delta = Math.min((now - last) / 1000, MAX_FRAME_SECONDS);
      last = now;
      const inputs = frameInputsRef.current;
      const audio = audioRef.current;
      const speaking = inputs.state === "speaking";

      // Only speech drives the boost; the other states are self-animated.
      // An explicit volume override stands in for both envelopes.
      let energy = 0;
      let pulse = 0;
      if (speaking && inputs.volume !== undefined) {
        energy = pulse = inputs.volume;
      } else if (speaking && audio) {
        audio.analyser.getByteFrequencyData(audio.data);
        let sum = 0;
        for (let i = audio.firstBin; i <= audio.lastBin; i++) {
          const v = (audio.data[i] ?? 0) / 255;
          sum += v * v;
        }
        const rms = Math.sqrt(sum / audio.binCount);
        const level = Math.min(1, rms / ENERGY_REFERENCE_RMS);

        const seconds =
          level > audio.energy ? ENERGY_ATTACK_SECONDS : ENERGY_RELEASE_SECONDS;
        audio.energy +=
          (level - audio.energy) * (1 - Math.exp(-delta / seconds));
        const pulseSeconds =
          level > audio.pulse ? PULSE_ATTACK_SECONDS : PULSE_RELEASE_SECONDS;
        audio.pulse +=
          (level - audio.pulse) * (1 - Math.exp(-delta / pulseSeconds));
        energy = audio.energy;
        pulse = audio.pulse;
      }

      // Both phases integrate at the current pace, so the churn and the
      // color rotation accelerate together when the voice picks up.
      const pace =
        (engine.speed.get() + ENERGY_GAIN.speed * energy) * inputs.speed;
      engine.phase += delta * PHASE_RATE * pace;
      engine.hueDrift = (engine.hueDrift + delta * HUE_RATE * pace) % 1;

      // Energy rides on top of the animated baselines, so the two
      // compose: state changes still ease, and the voice moves the aura
      // within a state.
      uniforms.uPhase.value = engine.phase;
      uniforms.uHueDrift.value = engine.hueDrift;
      uniforms.uScale.value = engine.scale.get() + ENERGY_GAIN.scale * pulse;
      uniforms.uAmplitude.value =
        (engine.amplitude.get() + ENERGY_GAIN.amplitude * energy) *
        inputs.amplitude;
      uniforms.uFrequency.value =
        engine.frequency.get() + ENERGY_GAIN.frequency * energy;
      uniforms.uVariance.value =
        engine.variance.get() + ENERGY_GAIN.variance * energy;
      uniforms.uMix.value =
        engine.brightness.get() *
        (1 + ENERGY_GAIN.brightness * energy) *
        inputs.glow;
      // Speech interleaves the two tones more finely through the orb and,
      // when the accent is derived from hueSpread, pushes them further
      // apart; an explicit accentColor pins the pair instead.
      uniforms.uColorShift.value =
        inputs.colorShift * (1 + ENERGY_GAIN.colorShift * energy);
      const hsvDelta = uniforms.uHsvDelta.value;
      const accentDelta = accentDeltaRef.current;
      if (accentDelta) {
        hsvDelta[0] = accentDelta[0];
        hsvDelta[1] = accentDelta[1];
        hsvDelta[2] = accentDelta[2];
      } else {
        hsvDelta[0] = inputs.hueSpread * (1 + ENERGY_GAIN.hueSpread * energy);
        hsvDelta[1] = 0;
        hsvDelta[2] = 0;
      }

      rafId = requestAnimationFrame(tick);
    };
    rafId = requestAnimationFrame(tick);
    return () => {
      cancelAnimationFrame(rafId);
      engine.speed.stop();
      engine.scale.stop();
      engine.amplitude.stop();
      engine.frequency.stop();
      engine.variance.stop();
      engine.brightness.stop();
    };
  }, [engine]);

  // The analyser only exists while speaking without a volume override.
  // Its envelopes live with it, so a new speaking session starts from
  // silence rather than inheriting a stale level.
  useEffect(() => {
    if (state !== "speaking" || !track || volume !== undefined) return;
    const { analyser, dispose } = createVisualizerAnalyser(track);
    analyser.fftSize = 512;
    analyser.smoothingTimeConstant = 0.55;
    const data = new Uint8Array(analyser.frequencyBinCount);

    // Bin range covering ENERGY_BAND_HZ.
    const binHz = analyser.context.sampleRate / 2 / analyser.frequencyBinCount;
    const firstBin = Math.max(1, Math.floor(ENERGY_BAND_HZ.low / binHz));
    const lastBin = Math.min(
      data.length - 1,
      Math.ceil(ENERGY_BAND_HZ.high / binHz),
    );
    audioRef.current = {
      analyser,
      data,
      firstBin,
      lastBin,
      binCount: Math.max(1, lastBin - firstBin + 1),
      energy: 0,
      pulse: 0,
    };
    return () => {
      audioRef.current = null;
      dispose();
    };
  }, [state, track, volume]);

  useEffect(() => {
    const base = STATE_PARAMS[state];
    const scaleTransition: ValueAnimationTransition =
      state === "connecting"
        ? { type: "spring", duration: 1.0, bounce: 0.35 }
        : DEFAULT_TRANSITION;
    const pulse = PULSE_BRIGHTNESS[state];

    animate(engine.speed, base.speed, DEFAULT_TRANSITION);
    animate(engine.scale, base.scale, scaleTransition);
    animate(engine.amplitude, base.amplitude, DEFAULT_TRANSITION);
    animate(engine.frequency, base.frequency, DEFAULT_TRANSITION);
    animate(engine.variance, base.variance, DEFAULT_TRANSITION);
    animate(
      engine.brightness,
      pulse ?? base.brightness,
      pulse ? DEFAULT_PULSE_TRANSITION : DEFAULT_TRANSITION,
    );
  }, [engine, state]);

  useEffect(() => {
    const { uniforms } = engine;
    uniforms.uSpan.value = auraLogicalSpan(amplitude, softness);
    uniforms.uBlur.value = softness;
    uniforms.uFill.value = fill;
    uniforms.uCore.value = core;
    uniforms.uHollow.value = hollow;
    uniforms.uDepth.value = depth;
    uniforms.uSmoothing.value = smoothing;
    uniforms.uDensity.value = density;
    uniforms.uHighlight.value = noHighlight ? 0 : highlight;
    uniforms.uPixelSize.value = ditherPixelSize;
    uniforms.uDitherLevels.value = ditherLevels;
    uniforms.uDitherAlphaLevels.value = ditherAlphaLevels;
    uniforms.uDitherStrength.value = ditherStrength;
  }, [
    engine,
    amplitude,
    softness,
    fill,
    core,
    hollow,
    depth,
    smoothing,
    density,
    highlight,
    noHighlight,
    ditherPixelSize,
    ditherLevels,
    ditherAlphaLevels,
    ditherStrength,
  ]);

  // Resolve CSS-flavored colors to shader RGB. className is a dependency
  // because it can change what currentColor resolves to.
  useEffect(() => {
    const { uniforms } = engine;
    const rgb = colorToRgb(resolveVisualizerColor(color, rootRef.current));
    const baseHsv = rgbToHsv(rgb);
    uniforms.uColor.value = rgb;
    uniforms.uColorHsv.value = baseHsv;

    if (accentColor) {
      const accentHsv = rgbToHsv(
        colorToRgb(resolveVisualizerColor(accentColor, rootRef.current)),
      );
      // Hue takes the short way around the wheel.
      let hue = accentHsv[0] - baseHsv[0];
      hue -= Math.round(hue);
      accentDeltaRef.current = [
        hue,
        accentHsv[1] - baseHsv[1],
        accentHsv[2] - baseHsv[2],
      ];
    } else {
      accentDeltaRef.current = null;
    }

    uniforms.uHighlightColor.value = highlightColor
      ? colorToRgb(resolveVisualizerColor(highlightColor, rootRef.current))
      : defaultHighlightRgb(rgb);
  }, [engine, color, accentColor, highlightColor, className, rootRef]);

  // Without an explicit themeMode, follow the documentElement's "dark"
  // class live.
  useEffect(() => {
    if (themeMode) {
      engine.uniforms.uMode.value = themeMode === "light" ? 1.0 : 0.0;
      return;
    }
    const root = document.documentElement;
    const apply = () => {
      engine.uniforms.uMode.value = root.classList.contains("dark") ? 0.0 : 1.0;
    };
    apply();
    const observer = new MutationObserver(apply);
    observer.observe(root, { attributes: true, attributeFilter: ["class"] });
    return () => observer.disconnect();
  }, [engine, themeMode]);

  return engine.uniforms;
}

// MSAA does nothing for a fullscreen quad and the shader needs no depth
// buffer. Alpha stays on — both shader modes composite via destination
// alpha.
const AURA_CONTEXT_ATTRIBUTES = { antialias: false, depth: false };

// The aura is soft by design, so supersampling past 1.5x is invisible —
// and fragment cost is quadratic in the pixel ratio.
const MAX_PIXEL_RATIO = 1.5;

/** Track-reactive shader aura; connecting and thinking override track state. Requires WebGL. */
export const AudioVisualizerWaveView = memo(function AudioVisualizerWaveView({
  track = null,
  color = "#1FD5F9",
  accentColor,
  colorShift = 0.05,
  hueSpread = 0.18,
  size = 224,
  speed = 1,
  amplitude = 1,
  glow = 1,
  softness = 0.2,
  fill = 0.4,
  core = 0.1,
  hollow = 0.3,
  depth = 0.22,
  smoothing = 0.28,
  density = 0.55,
  highlight = 0.2,
  noHighlight = false,
  highlightColor,
  iterations = 24,
  dither = false,
  themeMode,
  volume,
  isConnecting = false,
  isThinking = false,
  className,
}: AudioVisualizerWaveViewProps) {
  const rootRef = useRef<HTMLDivElement>(null);

  const ditherOpts = typeof dither === "object" ? dither : undefined;
  const method = ditherOpts?.method ?? DITHER_DEFAULTS.method;
  const ditherMethod = dither
    ? Object.hasOwn(DITHER_PATTERN, method)
      ? method
      : DITHER_DEFAULTS.method
    : null;
  const ditherPixelSize = ditherValue(
    ditherOpts?.pixelSize,
    DITHER_DEFAULTS.pixelSize,
    1,
    4096,
  );
  const ditherLevels = Math.round(
    ditherValue(ditherOpts?.levels, DITHER_DEFAULTS.levels, 2, 256),
  );
  const ditherAlphaLevels = Math.round(
    ditherValue(ditherOpts?.alphaLevels, ditherLevels, 2, 256),
  );
  const ditherStrength = ditherValue(
    ditherOpts?.strength,
    DITHER_DEFAULTS.strength,
    0,
    1,
  );

  const state: VisualizerState = isConnecting
    ? "connecting"
    : isThinking
      ? "thinking"
      : track
        ? "speaking"
        : "silent";

  const uniforms = useAuraUniforms({
    state,
    track,
    volume,
    color,
    accentColor,
    colorShift,
    hueSpread,
    speed,
    amplitude,
    glow,
    softness,
    fill,
    core,
    hollow,
    depth,
    smoothing,
    density,
    highlight,
    noHighlight,
    highlightColor,
    ditherPixelSize,
    ditherLevels,
    ditherAlphaLevels,
    ditherStrength,
    themeMode,
    className,
    rootRef,
  });

  const ribbonCount = Math.max(1, Math.round(iterations));
  const shaderSource = useMemo(
    () => makeShaderSource(ribbonCount, ditherMethod),
    [ribbonCount, ditherMethod],
  );

  return (
    <div
      ref={rootRef}
      data-slot="audio-visualizer-wave"
      data-state={state}
      style={{ width: size, height: size }}
      className={className}
    >
      <WaveShader
        key={`${ribbonCount}:${ditherMethod ?? "off"}`}
        fs={shaderSource}
        devicePixelRatio={
          ditherMethod
            ? 1
            : Math.min(globalThis.devicePixelRatio ?? 1, MAX_PIXEL_RATIO)
        }
        uniforms={uniforms}
        contextAttributes={AURA_CONTEXT_ATTRIBUTES}
        onError={(error) => {
          console.error("Shader error:", error);
        }}
        onWarning={(warning) => {
          console.warn("Shader warning:", warning);
        }}
        style={{ width: "100%", height: "100%" }}
      />
    </div>
  );
});

export interface AudioVisualizerWaveProps extends Omit<
  AudioVisualizerWaveViewProps,
  "track"
> {
  /** Which participant's audio to visualize. */
  participantType: ParticipantType;
}

/** Requires PipecatClientProvider; silence and speech follow the participant track. */
export function AudioVisualizerWave({
  participantType,
  ...props
}: AudioVisualizerWaveProps) {
  const track = usePipecatClientMediaTrack("audio", participantType);
  return <AudioVisualizerWaveView track={track} {...props} />;
}
src/components/wave-shader.tsx
import React, { useEffect, useRef, type ComponentPropsWithoutRef } from "react";

const PRECISIONS = ["lowp", "mediump", "highp"];
const FS_MAIN_SHADER = `\nvoid main(void){
    vec4 color = vec4(0.0,0.0,0.0,1.0);
    mainImage( color, gl_FragCoord.xy );
    gl_FragColor = color;
}`;
const BASIC_FS = `void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    vec2 uv = fragCoord/iResolution.xy;
    vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
    fragColor = vec4(col,1.0);
}`;
const BASIC_VS = `attribute vec3 aVertexPosition;
void main(void) {
    gl_Position = vec4(aVertexPosition, 1.0);
}`;
const UNIFORM_TIME = "iTime";
const UNIFORM_TIMEDELTA = "iTimeDelta";
const UNIFORM_DATE = "iDate";
const UNIFORM_FRAME = "iFrame";
const UNIFORM_MOUSE = "iMouse";
const UNIFORM_RESOLUTION = "iResolution";
const UNIFORM_CHANNEL = "iChannel";
const UNIFORM_CHANNELRESOLUTION = "iChannelResolution";
const UNIFORM_DEVICEORIENTATION = "iDeviceOrientation";

type Vector4<T = number> = [T, T, T, T];
type UniformType = keyof Uniforms;

function isMatrixType(t: string, v: number[] | number): v is number[] {
  return t.includes("Matrix") && Array.isArray(v);
}
function isVectorListType(t: string, v: number[] | number): v is number[] {
  return (
    t.includes("v") &&
    Array.isArray(v) &&
    v.length > Number.parseInt(t.charAt(0))
  );
}
function isVectorType(t: string, v: number[] | number): v is Vector4 {
  return (
    !t.includes("v") &&
    Array.isArray(v) &&
    v.length >= Number.parseInt(t.charAt(0))
  );
}
const processUniform = <T extends UniformType>(
  gl: WebGLRenderingContext,
  location: WebGLUniformLocation,
  t: T,
  value: number | number[],
) => {
  if (isVectorType(t, value)) {
    switch (t) {
      case "2f":
        return gl.uniform2f(location, value[0], value[1]);
      case "3f":
        return gl.uniform3f(location, value[0], value[1], value[2]);
      case "4f":
        return gl.uniform4f(location, value[0], value[1], value[2], value[3]);
      case "2i":
        return gl.uniform2i(location, value[0], value[1]);
      case "3i":
        return gl.uniform3i(location, value[0], value[1], value[2]);
      case "4i":
        return gl.uniform4i(location, value[0], value[1], value[2], value[3]);
    }
  }
  if (typeof value === "number") {
    switch (t) {
      case "1i":
        return gl.uniform1i(location, value);
      default:
        return gl.uniform1f(location, value);
    }
  }
  switch (t) {
    case "1iv":
      return gl.uniform1iv(location, value);
    case "2iv":
      return gl.uniform2iv(location, value);
    case "3iv":
      return gl.uniform3iv(location, value);
    case "4iv":
      return gl.uniform4iv(location, value);
    case "1fv":
      return gl.uniform1fv(location, value);
    case "2fv":
      return gl.uniform2fv(location, value);
    case "3fv":
      return gl.uniform3fv(location, value);
    case "4fv":
      return gl.uniform4fv(location, value);
    case "Matrix2fv":
      return gl.uniformMatrix2fv(location, false, value);
    case "Matrix3fv":
      return gl.uniformMatrix3fv(location, false, value);
    case "Matrix4fv":
      return gl.uniformMatrix4fv(location, false, value);
  }
};

const uniformTypeToGLSLType = (t: string) => {
  switch (t) {
    case "1f":
      return "float";
    case "2f":
      return "vec2";
    case "3f":
      return "vec3";
    case "4f":
      return "vec4";
    case "1i":
      return "int";
    case "2i":
      return "ivec2";
    case "3i":
      return "ivec3";
    case "4i":
      return "ivec4";
    case "1iv":
      return "int";
    case "2iv":
      return "ivec2";
    case "3iv":
      return "ivec3";
    case "4iv":
      return "ivec4";
    case "1fv":
      return "float";
    case "2fv":
      return "vec2";
    case "3fv":
      return "vec3";
    case "4fv":
      return "vec4";
    case "Matrix2fv":
      return "mat2";
    case "Matrix3fv":
      return "mat3";
    case "Matrix4fv":
      return "mat4";
    default:
      console.error(
        log(
          `The uniform type "${t}" is not valid, please make sure your uniform type is valid`,
        ),
      );
  }
};

const LinearFilter = 9729;
const NearestFilter = 9728;
const LinearMipMapLinearFilter = 9987;
const ClampToEdgeWrapping = 33071;
const RepeatWrapping = 10497;

class Texture {
  gl: WebGLRenderingContext;
  url?: string;
  wrapS?: number;
  wrapT?: number;
  minFilter?: number;
  magFilter?: number;
  source?: HTMLImageElement | HTMLVideoElement;
  pow2canvas?: HTMLCanvasElement;
  isLoaded = false;
  isVideo = false;
  flipY = -1;
  width = 0;
  height = 0;
  _webglTexture: WebGLTexture | null = null;
  constructor(gl: WebGLRenderingContext) {
    this.gl = gl;
  }
  updateTexture = (
    texture: WebGLTexture,
    video: HTMLVideoElement,
    flipY: number,
  ) => {
    const { gl } = this;
    const level = 0;
    const internalFormat = gl.RGBA;
    const srcFormat = gl.RGBA;
    const srcType = gl.UNSIGNED_BYTE;
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
    gl.texImage2D(
      gl.TEXTURE_2D,
      level,
      internalFormat,
      srcFormat,
      srcType,
      video,
    );
  };
  setupVideo = (url: string) => {
    const video = document.createElement("video");
    let playing = false;
    let timeupdate = false;
    video.autoplay = true;
    video.muted = true;
    video.loop = true;
    video.crossOrigin = "anonymous";
    const checkReady = () => {
      if (playing && timeupdate) {
        this.isLoaded = true;
      }
    };
    video.addEventListener(
      "playing",
      () => {
        playing = true;
        this.width = video.videoWidth || 0;
        this.height = video.videoHeight || 0;
        checkReady();
      },
      true,
    );
    video.addEventListener(
      "timeupdate",
      () => {
        timeupdate = true;
        checkReady();
      },
      true,
    );
    video.src = url;
    return video;
  };
  makePowerOf2 = <T extends HTMLCanvasElement | HTMLImageElement | ImageBitmap>(
    image: T,
  ): T => {
    if (
      image instanceof HTMLImageElement ||
      image instanceof HTMLCanvasElement ||
      image instanceof ImageBitmap
    ) {
      if (this.pow2canvas === undefined)
        this.pow2canvas = document.createElement("canvas");
      this.pow2canvas.width = 2 ** Math.floor(Math.log(image.width) / Math.LN2);
      this.pow2canvas.height =
        2 ** Math.floor(Math.log(image.height) / Math.LN2);
      const context = this.pow2canvas.getContext("2d");
      context?.drawImage(
        image,
        0,
        0,
        this.pow2canvas.width,
        this.pow2canvas.height,
      );
      console.warn(
        log(
          `Image is not power of two ${image.width} x ${image.height}. Resized to ${this.pow2canvas.width} x ${this.pow2canvas.height};`,
        ),
      );
      return this.pow2canvas as T;
    }
    return image;
  };
  load = async (textureArgs: TextureParams) => {
    const { gl } = this;
    const {
      url,
      wrapS,
      wrapT,
      minFilter,
      magFilter,
      flipY = -1,
    }: TextureParams = textureArgs;
    if (!url) {
      return Promise.reject(
        new Error(
          log(
            "Missing url, please make sure to pass the url of your texture { url: ... }",
          ),
        ),
      );
    }
    const isImage = /(\.jpg|\.jpeg|\.png|\.gif|\.bmp)$/i.exec(url);
    const isVideo = /(\.mp4|\.3gp|\.webm|\.ogv)$/i.exec(url);
    if (isImage === null && isVideo === null) {
      return Promise.reject(
        new Error(
          log(
            `Please upload a video or an image with a valid format (url: ${url})`,
          ),
        ),
      );
    }
    Object.assign(this, { url, wrapS, wrapT, minFilter, magFilter, flipY });
    const level = 0;
    const internalFormat = gl.RGBA;
    const width = 1;
    const height = 1;
    const border = 0;
    const srcFormat = gl.RGBA;
    const srcType = gl.UNSIGNED_BYTE;
    const pixel = new Uint8Array([255, 255, 255, 0]);
    const texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.texImage2D(
      gl.TEXTURE_2D,
      level,
      internalFormat,
      width,
      height,
      border,
      srcFormat,
      srcType,
      pixel,
    );
    if (isVideo) {
      const video = this.setupVideo(url);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
      this._webglTexture = texture;
      this.source = video;
      this.isVideo = true;
      return video.play().then(() => this);
    }
    async function loadImage() {
      return new Promise((resolve, reject) => {
        const image = new Image();
        image.crossOrigin = "anonymous";
        image.onload = () => {
          resolve(image);
        };
        image.onerror = () => {
          reject(new Error(log(`failed loading url: ${url}`)));
        };
        image.src = url ?? "";
      });
    }
    let image = (await loadImage()) as HTMLImageElement;
    let isPowerOf2 =
      (image.width & (image.width - 1)) === 0 &&
      (image.height & (image.height - 1)) === 0;
    if (
      (textureArgs.wrapS !== ClampToEdgeWrapping ||
        textureArgs.wrapT !== ClampToEdgeWrapping ||
        (textureArgs.minFilter !== NearestFilter &&
          textureArgs.minFilter !== LinearFilter)) &&
      !isPowerOf2
    ) {
      image = this.makePowerOf2(image);
      isPowerOf2 = true;
    }
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY);
    gl.texImage2D(
      gl.TEXTURE_2D,
      level,
      internalFormat,
      srcFormat,
      srcType,
      image,
    );
    if (
      isPowerOf2 &&
      textureArgs.minFilter !== NearestFilter &&
      textureArgs.minFilter !== LinearFilter
    ) {
      gl.generateMipmap(gl.TEXTURE_2D);
    }
    gl.texParameteri(
      gl.TEXTURE_2D,
      gl.TEXTURE_WRAP_S,
      this.wrapS || RepeatWrapping,
    );
    gl.texParameteri(
      gl.TEXTURE_2D,
      gl.TEXTURE_WRAP_T,
      this.wrapT || RepeatWrapping,
    );
    gl.texParameteri(
      gl.TEXTURE_2D,
      gl.TEXTURE_MIN_FILTER,
      this.minFilter || LinearMipMapLinearFilter,
    );
    gl.texParameteri(
      gl.TEXTURE_2D,
      gl.TEXTURE_MAG_FILTER,
      this.magFilter || LinearFilter,
    );
    this._webglTexture = texture;
    this.source = image;
    this.isVideo = false;
    this.isLoaded = true;
    this.width = image.width || 0;
    this.height = image.height || 0;
    return this;
  };
}

const log = (text: string) => `WaveShader: ${text}`;

const latestPointerClientCoords = (e: MouseEvent | TouchEvent) => {
  if ("changedTouches" in e) {
    const t = e.changedTouches[0];
    return [t?.clientX ?? 0, t?.clientY ?? 0];
  }
  return [e.clientX, e.clientY];
};

const lerpVal = (v0: number, v1: number, t: number) => v0 * (1 - t) + v1 * t;
const insertStringAtIndex = (
  currentString: string,
  string: string,
  index: number,
) =>
  index > 0
    ? currentString.substring(0, index) +
      string +
      currentString.substring(index, currentString.length)
    : string + currentString;

type Uniform = { type: string; value: number[] | number };
type Uniforms = Record<string, Uniform>;
type TextureParams = {
  url: string;
  wrapS?: number;
  wrapT?: number;
  minFilter?: number;
  magFilter?: number;
  flipY?: number;
};

export interface WaveShaderProps {
  /** Fragment shader GLSL code. */
  fs: string;

  /** Vertex shader GLSL code. */
  vs?: string;

  /** Textures are resized to power-of-two dimensions for mipmaps and repeat wrapping. */
  textures?: TextureParams[];

  /** Custom uniform values, read each frame. */
  uniforms?: Uniforms;

  /** RGBA canvas clear color. */
  clearColor?: Vector4;

  /**
   * GLSL precision qualifier. Defaults to `'highp'`. Balance between
   * performance and quality.
   */
  precision?: "highp" | "lowp" | "mediump";

  style?: React.CSSProperties;

  /** Customize WebGL context attributes. See [the WebGL docs](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getContextAttributes) for details. */
  contextAttributes?: Record<string, unknown>;

  /** Lerp value for `iMouse` built-in uniform. Must be between 0 and 1. */
  lerp?: number;

  devicePixelRatio?: number;

  /**
   * Callback for when the textures are done loading. Useful if you want to do
   * something like e.g. hide the canvas until textures are done loading.
   */
  onDoneLoadingTextures?: () => void;

  /** Custom callback to handle errors. Defaults to `console.error`. */
  onError?: (error: string) => void;

  /** Custom callback to handle warnings. Defaults to `console.warn`. */
  onWarning?: (warning: string) => void;

  /**
   * When true, the animation loop runs even when the canvas is not visible in the viewport.
   * When false (default), animation runs only while visible (uses Intersection Observer),
   * reducing CPU/GPU usage when the shader is off-screen.
   */
  animateWhenNotVisible?: boolean;
}

export function WaveShader({
  fs,
  vs = BASIC_VS,
  textures = [],
  uniforms: propUniforms,
  clearColor = [0, 0, 0, 1],
  precision = "highp",
  style,
  contextAttributes = {},
  lerp = 1,
  devicePixelRatio = 1,
  onDoneLoadingTextures,
  onError = console.error,
  onWarning = console.warn,
  animateWhenNotVisible = false,
  ...canvasProps
}: WaveShaderProps & ComponentPropsWithoutRef<"canvas">) {
  const canvasRef = useRef<HTMLCanvasElement>(null);
  const glRef = useRef<WebGLRenderingContext | null>(null);
  const squareVerticesBufferRef = useRef<WebGLBuffer | null>(null);
  const shaderProgramRef = useRef<WebGLProgram | null>(null);
  const vertexPositionAttributeRef = useRef<number | undefined>(undefined);
  const drawFrameRef = useRef<FrameRequestCallback | null>(null);
  const animFrameIdRef = useRef<number | undefined>(undefined);
  const initFrameIdRef = useRef<number | undefined>(undefined);
  const isVisibleRef = useRef(true);
  const animateWhenNotVisibleRef = useRef(animateWhenNotVisible);
  const mousedownRef = useRef(false);
  const canvasPositionRef = useRef<DOMRect | undefined>(undefined);
  const timerRef = useRef(0);
  const lastMouseArrRef = useRef<number[]>([0, 0]);
  const texturesArrRef = useRef<Texture[]>([]);
  const lastTimeRef = useRef(0);
  const resizeObserverRef = useRef<ResizeObserver | undefined>(undefined);
  // Cache uniform locations after linking, outside the frame loop.
  const uniformLocationsRef = useRef<
    Record<string, WebGLUniformLocation | null>
  >({});
  const uniformsRef = useRef<
    Record<
      string,
      {
        type: string;
        isNeeded: boolean;
        value?: number[] | number;
        arraySize?: string;
      }
    >
  >({
    [UNIFORM_TIME]: { type: "float", isNeeded: false, value: 0 },
    [UNIFORM_TIMEDELTA]: { type: "float", isNeeded: false, value: 0 },
    [UNIFORM_DATE]: { type: "vec4", isNeeded: false, value: [0, 0, 0, 0] },
    [UNIFORM_MOUSE]: { type: "vec4", isNeeded: false, value: [0, 0, 0, 0] },
    [UNIFORM_RESOLUTION]: { type: "vec2", isNeeded: false, value: [0, 0] },
    [UNIFORM_FRAME]: { type: "int", isNeeded: false, value: 0 },
    [UNIFORM_DEVICEORIENTATION]: {
      type: "vec4",
      isNeeded: false,
      value: [0, 0, 0, 0],
    },
  });
  const propsUniformsRef = useRef<Uniforms | undefined>(propUniforms);

  const setupChannelRes = (texture: TextureParams | Texture, id: number) => {
    const width = "width" in texture ? (texture.width ?? 0) : 0;
    const height = "height" in texture ? (texture.height ?? 0) : 0;
    const channelResUniform = uniformsRef.current.iChannelResolution;
    if (!channelResUniform) return;
    const channelResValue = Array.isArray(channelResUniform.value)
      ? channelResUniform.value
      : (channelResUniform.value = []);
    channelResValue[id * 3] = width * devicePixelRatio;
    channelResValue[id * 3 + 1] = height * devicePixelRatio;
    channelResValue[id * 3 + 2] = 0;
  };

  const initWebGL = () => {
    if (!canvasRef.current) return;
    glRef.current = (canvasRef.current.getContext("webgl", contextAttributes) ||
      canvasRef.current.getContext(
        "experimental-webgl",
        contextAttributes,
      )) as WebGLRenderingContext | null;
    glRef.current?.getExtension("OES_standard_derivatives");
    glRef.current?.getExtension("EXT_shader_texture_lod");
  };

  const initBuffers = () => {
    const gl = glRef.current;
    squareVerticesBufferRef.current = gl?.createBuffer() ?? null;
    gl?.bindBuffer(gl.ARRAY_BUFFER, squareVerticesBufferRef.current);
    const vertices = [
      1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0,
    ];
    gl?.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
  };

  const onDeviceOrientationChange = ({
    alpha,
    beta,
    gamma,
  }: DeviceOrientationEvent) => {
    uniformsRef.current.iDeviceOrientation!.value = [
      alpha ?? 0,
      beta ?? 0,
      gamma ?? 0,
      window.orientation ?? 0,
    ];
  };

  const mouseDown = (e: MouseEvent | TouchEvent) => {
    const [clientX = 0, clientY = 0] = latestPointerClientCoords(e);
    const mouseX =
      clientX - (canvasPositionRef.current?.left ?? 0) - window.pageXOffset;
    const mouseY =
      (canvasPositionRef.current?.height ?? 0) -
      clientY -
      (canvasPositionRef.current?.top ?? 0) -
      window.pageYOffset;
    mousedownRef.current = true;
    const mouseValue = Array.isArray(uniformsRef.current.iMouse?.value)
      ? uniformsRef.current.iMouse.value
      : undefined;
    if (mouseValue) {
      mouseValue[2] = mouseX;
      mouseValue[3] = mouseY;
    }
    lastMouseArrRef.current[0] = mouseX;
    lastMouseArrRef.current[1] = mouseY;
  };

  const mouseMove = (e: MouseEvent | TouchEvent) => {
    canvasPositionRef.current = canvasRef.current?.getBoundingClientRect();
    const [clientX = 0, clientY = 0] = latestPointerClientCoords(e);
    const mouseX = clientX - (canvasPositionRef.current?.left ?? 0);
    const mouseY =
      (canvasPositionRef.current?.height ?? 0) -
      clientY -
      (canvasPositionRef.current?.top ?? 0);
    if (lerp !== 1) {
      lastMouseArrRef.current[0] = mouseX;
      lastMouseArrRef.current[1] = mouseY;
    } else {
      const mouseValue = Array.isArray(uniformsRef.current.iMouse?.value)
        ? uniformsRef.current.iMouse.value
        : undefined;
      if (mouseValue) {
        mouseValue[0] = mouseX;
        mouseValue[1] = mouseY;
      }
    }
  };

  const mouseUp = () => {
    const mouseValue = Array.isArray(uniformsRef.current.iMouse?.value)
      ? uniformsRef.current.iMouse.value
      : undefined;
    if (mouseValue) {
      mouseValue[2] = 0;
      mouseValue[3] = 0;
    }
  };

  const onResize = () => {
    const gl = glRef.current;
    if (!gl) return;
    canvasPositionRef.current = canvasRef.current?.getBoundingClientRect();
    const realToCSSPixels = devicePixelRatio;
    const displayWidth = Math.floor(
      (canvasPositionRef.current?.width ?? 1) * realToCSSPixels,
    );
    const displayHeight = Math.floor(
      (canvasPositionRef.current?.height ?? 1) * realToCSSPixels,
    );
    gl.canvas.width = displayWidth;
    gl.canvas.height = displayHeight;
    if (uniformsRef.current.iResolution?.isNeeded && shaderProgramRef.current) {
      gl.uniform2fv(uniformLocationsRef.current[UNIFORM_RESOLUTION] ?? null, [
        gl.canvas.width,
        gl.canvas.height,
      ]);
    }
  };

  const createShader = (type: number, shaderCodeAsText: string) => {
    const gl = glRef.current;
    if (!gl) return null;
    const shader = gl.createShader(type);
    if (!shader) return null;
    gl.shaderSource(shader, shaderCodeAsText);
    gl.compileShader(shader);
    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
      onWarning?.(log(`Error compiling the shader:\n${shaderCodeAsText}`));
      const compilationLog = gl.getShaderInfoLog(shader);
      gl.deleteShader(shader);
      onError?.(log(`Shader compiler log: ${compilationLog}`));
      return null;
    }
    return shader;
  };

  const initShaders = (fragmentShader: string, vertexShader: string) => {
    const gl = glRef.current;
    if (!gl) return false;
    const fragmentShaderObj = createShader(gl.FRAGMENT_SHADER, fragmentShader);
    const vertexShaderObj = createShader(gl.VERTEX_SHADER, vertexShader);
    shaderProgramRef.current = gl.createProgram();
    if (!shaderProgramRef.current || !vertexShaderObj || !fragmentShaderObj) {
      gl.deleteShader(fragmentShaderObj);
      gl.deleteShader(vertexShaderObj);
      gl.deleteProgram(shaderProgramRef.current);
      shaderProgramRef.current = null;
      return false;
    }
    gl.attachShader(shaderProgramRef.current, vertexShaderObj);
    gl.attachShader(shaderProgramRef.current, fragmentShaderObj);
    gl.linkProgram(shaderProgramRef.current);
    gl.deleteShader(fragmentShaderObj);
    gl.deleteShader(vertexShaderObj);
    if (!gl.getProgramParameter(shaderProgramRef.current, gl.LINK_STATUS)) {
      onError?.(
        log(
          `Unable to initialize the shader program: ${gl.getProgramInfoLog(shaderProgramRef.current)}`,
        ),
      );
      gl.deleteProgram(shaderProgramRef.current);
      shaderProgramRef.current = null;
      return false;
    }
    gl.useProgram(shaderProgramRef.current);
    vertexPositionAttributeRef.current = gl.getAttribLocation(
      shaderProgramRef.current,
      "aVertexPosition",
    );
    gl.enableVertexAttribArray(vertexPositionAttributeRef.current);
    // Null locations are valid for uniforms optimized out by the compiler.
    uniformLocationsRef.current = {};
    for (const name of Object.keys(uniformsRef.current)) {
      if (uniformsRef.current[name]?.isNeeded) {
        uniformLocationsRef.current[name] = gl.getUniformLocation(
          shaderProgramRef.current,
          name,
        );
      }
    }
    return true;
  };

  const processCustomUniforms = () => {
    if (propUniforms) {
      for (const name of Object.keys(propUniforms)) {
        const uniform = propUniforms[name];
        if (!uniform) continue;
        const { value, type } = uniform;
        const glslType = uniformTypeToGLSLType(type);
        if (!glslType) continue;
        const tempObject: { arraySize?: string } = {};
        if (isMatrixType(type, value)) {
          const arrayLength = type.length;
          const val = Number.parseInt(type.charAt(arrayLength - 3));
          const numberOfMatrices = Math.floor(value.length / (val * val));
          if (value.length > val * val)
            tempObject.arraySize = `[${numberOfMatrices}]`;
        } else if (isVectorListType(type, value)) {
          tempObject.arraySize = `[${Math.floor(value.length / Number.parseInt(type.charAt(0)))}]`;
        }
        uniformsRef.current[name] = {
          type: glslType,
          isNeeded: false,
          value,
          ...tempObject,
        };
      }
    }
  };

  const processTextures = () => {
    const gl = glRef.current;
    if (!gl) return;
    if (textures && textures.length > 0) {
      uniformsRef.current[`${UNIFORM_CHANNELRESOLUTION}`] = {
        type: "vec3",
        isNeeded: false,
        arraySize: `[${textures.length}]`,
        value: [],
      };
      const texturePromisesArr = textures.map(
        (texture: TextureParams, id: number) => {
          uniformsRef.current[`${UNIFORM_CHANNEL}${id}`] = {
            type: "sampler2D",
            isNeeded: false,
          };
          setupChannelRes(texture, id);
          texturesArrRef.current[id] = new Texture(gl);
          return texturesArrRef.current[id]
            ?.load(texture)
            .then((t: Texture) => {
              setupChannelRes(t, id);
            });
        },
      );
      Promise.all(texturePromisesArr)
        .then(() => {
          if (onDoneLoadingTextures) onDoneLoadingTextures();
        })
        .catch((e) => {
          onError?.(e);
          if (onDoneLoadingTextures) onDoneLoadingTextures();
        });
    } else if (onDoneLoadingTextures) onDoneLoadingTextures();
  };

  const preProcessFragment = (fragment: string) => {
    const isValidPrecision = PRECISIONS.includes(precision ?? "highp");
    const precisionString = `precision ${isValidPrecision ? precision : PRECISIONS[1]} float;\n`;
    if (!isValidPrecision) {
      onWarning?.(
        log(
          `wrong precision type ${precision}, please make sure to pass one of a valid precision lowp, mediump, highp, by default you shader precision will be set to highp.`,
        ),
      );
    }
    let fragmentShader = precisionString
      .concat(`#define DPR ${devicePixelRatio.toFixed(1)}\n`)
      .concat(fragment.replace(/texture\(/g, "texture2D("));
    for (const uniform of Object.keys(uniformsRef.current)) {
      if (fragment.includes(uniform)) {
        const u = uniformsRef.current[uniform];
        if (!u) continue;
        fragmentShader = insertStringAtIndex(
          fragmentShader,
          `uniform ${u.type} ${uniform}${u.arraySize || ""}; \n`,
          fragmentShader.lastIndexOf(precisionString) + precisionString.length,
        );
        u.isNeeded = true;
      }
    }
    const isShadertoy = fragment.includes("mainImage");
    if (isShadertoy) fragmentShader = fragmentShader.concat(FS_MAIN_SHADER);
    return fragmentShader;
  };

  const setUniforms = (timestamp: number) => {
    const gl = glRef.current;
    if (!gl || !shaderProgramRef.current) return;
    const delta = lastTimeRef.current
      ? (timestamp - lastTimeRef.current) / 1000
      : 0;
    lastTimeRef.current = timestamp;
    const locations = uniformLocationsRef.current;
    const propUniforms = propsUniformsRef.current;
    if (propUniforms) {
      for (const name of Object.keys(propUniforms)) {
        const currentUniform = propUniforms[name];
        if (!currentUniform) continue;
        if (uniformsRef.current[name]?.isNeeded) {
          const customUniformLocation = locations[name];
          if (!customUniformLocation) continue;
          processUniform(
            gl,
            customUniformLocation,
            currentUniform.type as UniformType,
            currentUniform.value,
          );
        }
      }
    }
    if (uniformsRef.current.iMouse?.isNeeded) {
      gl.uniform4fv(
        locations[UNIFORM_MOUSE] ?? null,
        uniformsRef.current.iMouse.value as number[],
      );
    }
    if (uniformsRef.current.iChannelResolution?.isNeeded) {
      gl.uniform3fv(
        locations[UNIFORM_CHANNELRESOLUTION] ?? null,
        uniformsRef.current.iChannelResolution.value as number[],
      );
    }
    if (uniformsRef.current.iDeviceOrientation?.isNeeded) {
      gl.uniform4fv(
        locations[UNIFORM_DEVICEORIENTATION] ?? null,
        uniformsRef.current.iDeviceOrientation.value as number[],
      );
    }
    if (uniformsRef.current.iTime?.isNeeded) {
      gl.uniform1f(
        locations[UNIFORM_TIME] ?? null,
        (timerRef.current += delta),
      );
    }
    if (uniformsRef.current.iTimeDelta?.isNeeded) {
      gl.uniform1f(locations[UNIFORM_TIMEDELTA] ?? null, delta);
    }
    if (uniformsRef.current.iDate?.isNeeded) {
      const d = new Date();
      const month = d.getMonth() + 1;
      const day = d.getDate();
      const year = d.getFullYear();
      const time =
        d.getHours() * 60 * 60 +
        d.getMinutes() * 60 +
        d.getSeconds() +
        d.getMilliseconds() * 0.001;
      gl.uniform4fv(locations[UNIFORM_DATE] ?? null, [year, month, day, time]);
    }
    if (uniformsRef.current.iFrame?.isNeeded) {
      const frame = uniformsRef.current.iFrame.value as number;
      gl.uniform1i(locations[UNIFORM_FRAME] ?? null, frame);
      uniformsRef.current.iFrame.value = frame + 1;
    }
    if (texturesArrRef.current.length > 0) {
      for (let index = 0; index < texturesArrRef.current.length; index++) {
        const texture = texturesArrRef.current[index];
        if (!texture) return;
        const { isVideo, _webglTexture, source, flipY, isLoaded } = texture;
        if (!isLoaded || !_webglTexture || !source) return;
        if (uniformsRef.current[`iChannel${index}`]?.isNeeded) {
          const iChannel = locations[`${UNIFORM_CHANNEL}${index}`] ?? null;
          gl.activeTexture(gl.TEXTURE0 + index);
          gl.bindTexture(gl.TEXTURE_2D, _webglTexture);
          gl.uniform1i(iChannel, index);
          if (isVideo) {
            texture.updateTexture(
              _webglTexture,
              source as HTMLVideoElement,
              flipY,
            );
          }
        }
      }
    }
  };

  const drawScene = (timestamp: number) => {
    const gl = glRef.current;
    if (!gl || !shaderProgramRef.current) return;
    gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    gl.bindBuffer(gl.ARRAY_BUFFER, squareVerticesBufferRef.current);
    gl.vertexAttribPointer(
      vertexPositionAttributeRef.current ?? 0,
      3,
      gl.FLOAT,
      false,
      0,
      0,
    );
    setUniforms(timestamp);
    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    const mouseValue = uniformsRef.current.iMouse?.value;
    if (
      uniformsRef.current.iMouse?.isNeeded &&
      lerp !== 1 &&
      Array.isArray(mouseValue)
    ) {
      const currentX = mouseValue[0] ?? 0;
      const currentY = mouseValue[1] ?? 0;
      mouseValue[0] = lerpVal(currentX, lastMouseArrRef.current[0] ?? 0, lerp);
      mouseValue[1] = lerpVal(currentY, lastMouseArrRef.current[1] ?? 0, lerp);
    }
    if (animateWhenNotVisibleRef.current || isVisibleRef.current) {
      animFrameIdRef.current = requestAnimationFrame(drawScene);
    }
  };

  const addEventListeners = () => {
    const options = { passive: true };
    if (uniformsRef.current.iMouse?.isNeeded && canvasRef.current) {
      canvasRef.current.addEventListener("mousemove", mouseMove, options);
      canvasRef.current.addEventListener("mouseout", mouseUp, options);
      canvasRef.current.addEventListener("mouseup", mouseUp, options);
      canvasRef.current.addEventListener("mousedown", mouseDown, options);
      canvasRef.current.addEventListener("touchmove", mouseMove, options);
      canvasRef.current.addEventListener("touchend", mouseUp, options);
      canvasRef.current.addEventListener("touchstart", mouseDown, options);
    }
    if (uniformsRef.current.iDeviceOrientation?.isNeeded) {
      window.addEventListener(
        "deviceorientation",
        onDeviceOrientationChange,
        options,
      );
    }
    if (canvasRef.current) {
      resizeObserverRef.current = new ResizeObserver(onResize);
      resizeObserverRef.current.observe(canvasRef.current);
      window.addEventListener("resize", onResize, options);
    }
  };

  const removeEventListeners = () => {
    const options = { passive: true } as EventListenerOptions;
    if (uniformsRef.current.iMouse?.isNeeded && canvasRef.current) {
      canvasRef.current.removeEventListener("mousemove", mouseMove, options);
      canvasRef.current.removeEventListener("mouseout", mouseUp, options);
      canvasRef.current.removeEventListener("mouseup", mouseUp, options);
      canvasRef.current.removeEventListener("mousedown", mouseDown, options);
      canvasRef.current.removeEventListener("touchmove", mouseMove, options);
      canvasRef.current.removeEventListener("touchend", mouseUp, options);
      canvasRef.current.removeEventListener("touchstart", mouseDown, options);
    }
    if (uniformsRef.current.iDeviceOrientation?.isNeeded) {
      window.removeEventListener(
        "deviceorientation",
        onDeviceOrientationChange,
        options,
      );
    }
    if (resizeObserverRef.current) {
      resizeObserverRef.current.disconnect();
      window.removeEventListener("resize", onResize, options);
    }
  };

  useEffect(() => {
    propsUniformsRef.current = propUniforms;
  }, [propUniforms]);

  useEffect(() => {
    animateWhenNotVisibleRef.current = animateWhenNotVisible;
    if (animateWhenNotVisible) {
      isVisibleRef.current = true;
      if (drawFrameRef.current) {
        cancelAnimationFrame(animFrameIdRef.current ?? 0);
        animFrameIdRef.current = requestAnimationFrame(drawFrameRef.current);
      }
    }
  }, [animateWhenNotVisible]);

  // Resume only one frame loop after visibility changes.
  useEffect(() => {
    if (animateWhenNotVisible || !canvasRef.current) return;
    const canvas = canvasRef.current;
    const observer = new IntersectionObserver(
      (entries) => {
        for (const entry of entries) {
          isVisibleRef.current = entry.isIntersecting;
          if (entry.isIntersecting && drawFrameRef.current) {
            cancelAnimationFrame(animFrameIdRef.current ?? 0);
            animFrameIdRef.current = requestAnimationFrame(
              drawFrameRef.current,
            );
          }
        }
      },
      { threshold: 0 },
    );
    observer.observe(canvas);
    return () => observer.disconnect();
  }, [animateWhenNotVisible]);

  useEffect(() => {
    const textures = texturesArrRef.current;

    function init() {
      initWebGL();
      const gl = glRef.current;
      if (gl && canvasRef.current) {
        gl.clearColor(...clearColor);
        gl.clearDepth(1.0);
        gl.enable(gl.DEPTH_TEST);
        gl.depthFunc(gl.LEQUAL);
        gl.viewport(0, 0, canvasRef.current.width, canvasRef.current.height);
        canvasRef.current.height = canvasRef.current.clientHeight;
        canvasRef.current.width = canvasRef.current.clientWidth;
        processCustomUniforms();
        processTextures();
        if (!initShaders(preProcessFragment(fs || BASIC_FS), vs || BASIC_VS))
          return;
        initBuffers();
        drawFrameRef.current = drawScene;
        cancelAnimationFrame(animFrameIdRef.current ?? 0);
        animFrameIdRef.current = requestAnimationFrame(drawScene);
        addEventListeners();
        onResize();
      }
    }

    initFrameIdRef.current = requestAnimationFrame(init);

    return () => {
      drawFrameRef.current = null;
      const gl = glRef.current;
      if (gl) {
        gl.getExtension("WEBGL_lose_context")?.loseContext();
        gl.useProgram(null);
        gl.deleteProgram(shaderProgramRef.current ?? null);
        if (textures.length > 0) {
          for (const texture of textures as Texture[]) {
            gl.deleteTexture(texture._webglTexture);
          }
        }
        shaderProgramRef.current = null;
      }
      removeEventListeners();
      cancelAnimationFrame(initFrameIdRef.current ?? 0);
      cancelAnimationFrame(animFrameIdRef.current ?? 0);
    };
    // Shader configuration is fixed per mount; uniforms update through refs.
    // eslint-disable-next-line react-hooks/exhaustive-deps
  }, []);

  return (
    <canvas
      ref={canvasRef}
      style={{ height: "100%", width: "100%", ...style }}
      {...canvasProps}
    />
  );
}
src/lib/visualizer.ts
/** Track-derived silent/speaking states; connecting/thinking are explicit overrides. */
export type VisualizerState = "connecting" | "silent" | "speaking" | "thinking";

/** One mel-spaced analyser band: its FFT bin range plus tilt boost. */
export interface VisualizerBand {
  startBin: number;
  endBin: number;
  /** dB-space boost countering speech's high-frequency rolloff. */
  tiltBoost: number;
}

/** Call dispose to release the AudioContext; smoothing here only reduces FFT jitter. */
export function createVisualizerAnalyser(track: MediaStreamTrack): {
  analyser: AnalyserNode;
  dispose: () => void;
} {
  const audioContext = new AudioContext();
  const source = audioContext.createMediaStreamSource(new MediaStream([track]));
  const analyser = audioContext.createAnalyser();
  analyser.fftSize = 1024;
  analyser.smoothingTimeConstant = 0.6;
  source.connect(analyser);
  return { analyser, dispose: () => void audioContext.close() };
}

/** Mel bands cover 200 Hz–8 kHz. A per-octave boost compensates speech rolloff so low bands do not dominate. */
export function createVoiceBands(
  bandCount: number,
  sampleRate: number,
  frequencyBinCount: number,
): VisualizerBand[] {
  const nyquist = sampleRate / 2;
  const MIN_FREQ = 200;
  const MAX_FREQ = 8000;
  const toMel = (hz: number) => 2595 * Math.log10(1 + hz / 700);
  const toHz = (mel: number) => 700 * (Math.pow(10, mel / 2595) - 1);
  const melMin = toMel(MIN_FREQ);
  const melStep = (toMel(MAX_FREQ) - melMin) / bandCount;

  const TILT_DB_PER_OCTAVE = 4;
  const BYTES_PER_DB = 255 / 70;
  const refCenter = Math.sqrt(toHz(melMin) * toHz(melMin + melStep));

  return Array.from({ length: bandCount }, (_, i) => {
    const startFreq = toHz(melMin + i * melStep);
    const endFreq = toHz(melMin + (i + 1) * melStep);
    const startBin = Math.round(
      (startFreq / nyquist) * (frequencyBinCount - 1),
    );
    // Every band covers at least one bin, so high band counts can't
    // round a band into permanent silence.
    const endBin = Math.max(
      Math.round((endFreq / nyquist) * (frequencyBinCount - 1)),
      startBin + 1,
    );
    const center = Math.sqrt(startFreq * endFreq);
    const tiltBoost =
      TILT_DB_PER_OCTAVE * BYTES_PER_DB * Math.log2(center / refCenter);
    return { startBin, endBin, tiltBoost };
  });
}

/**
 * Averages a band's FFT bins and applies its tilt boost, returning 0–255.
 * The boost fades in with signal strength so the noise floor near
 * minDecibels isn't amplified into standing bars.
 */
export function readBand(spectrum: Uint8Array, band: VisualizerBand): number {
  let sum = 0;
  for (let j = band.startBin; j < band.endBin; j++) sum += spectrum[j] ?? 0;
  const value = sum / (band.endBin - band.startBin);
  return Math.min(255, value + band.tiltBoost * Math.min(1, value / 32));
}

/**
 * Resolves a visualizer color prop to a concrete canvas color:
 * "currentColor" resolves from the given element, "--css-var" names from
 * the document root (where the kit's theme tokens live).
 */
export function resolveVisualizerColor(
  color: string,
  element: Element | null,
): string {
  if (!color) return "black";
  if (color === "currentColor") {
    return element ? getComputedStyle(element).color || "black" : "black";
  }
  if (color.startsWith("--")) {
    return (
      getComputedStyle(document.documentElement)
        .getPropertyValue(color)
        .trim() || "black"
    );
  }
  return color;
}

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