usva
uiloimusource: ok · hit
Loimu
npx shadcn add "https://usva.build/r/loimu.json"free
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Dependencies
Bundle weight · heavywebglanimationmotion
webglogl
Registry dependencies
https://usva.build/r/atmospheres-core.json
Files4 · source cached 10/15/2026, 5:09:19 AM
loimu-field.ts
import type { Rgb } from "./atmospheres-color";
/**
* loimu is a blaze: a light sheet hanging in space, lit from a source the size
* of a weather system sitting just past the top right corner. Nothing here is a
* vignette. The source is a real point in front of the sheet, the streamers are
* anisotropic noise advected by a divergence-free curl field, and the hue rides
* the distance already travelled along the streamline.
*/
export interface LoimuParams {
/** Camera focal length. Larger flattens the perspective. */
focal: number;
/** Distance from the eye to the sheet plane along its normal. */
sheetDist: number;
/** Half depth of the marched neighbourhood around the sheet. */
sheetSpan: number;
/** Gaussian thickness of the sheet. */
sigma: number;
/** How far the low-frequency fold bends the sheet out of plane. */
fold: number;
foldScale: number;
/** Sheet plane normal, normalised in the shader. */
normal: [number, number, number];
/** Flow axis. Projected onto the sheet plane in the shader. */
flow: [number, number, number];
/** Emission source, in half-height units of screen space, x scaled by aspect. */
source: [number, number];
noiseFreq: number;
/** Domain stretch along the flow axis. Below ~4 this stops reading as aurora. */
stretch: number;
curlScale: number;
curlAmt: number;
flowSpeed: number;
/** Strength of the pointer vortex added to the curl field. */
omega: number;
threshold: number;
sharpen: number;
/** Inverse-square arrival from the source. Higher decays to void sooner. */
falloff: number;
gain: number;
/** Weight of the thin leading line where one streamer edge slides over another. */
edge: number;
edgeBands: number;
/** Distance along the flow over which the hue completes its ramp. */
flowLength: number;
}
export const LOIMU_DEFAULTS: LoimuParams = {
focal: 1.5,
sheetDist: 3,
sheetSpan: 1.6,
sigma: 0.8,
fold: 0.55,
foldScale: 0.22,
normal: [0.3, 0.4, 0.87],
flow: [-0.86, -0.5, 0],
source: [1.28, 0.92],
noiseFreq: 1.5,
stretch: 12,
curlScale: 0.35,
curlAmt: 0.7,
flowSpeed: 0.28,
omega: 1.6,
threshold: 0.33,
sharpen: 2.2,
falloff: 0.045,
gain: 14,
edge: 0.3,
edgeBands: 2,
flowLength: 7,
};
export interface LoimuColors {
/** The body of the sheet. */
body: Rgb;
/** Where the light is oldest and thinnest. */
deep: Rgb;
/** The thin line on a streamer's leading edge. */
edge: Rgb;
}
export const POINTER_EASE = 0.05;
export function approach(
current: number,
target: number,
ease: number,
): number {
return current + (target - current) * ease;
}
export function resolveParams(overrides?: Partial<LoimuParams>): LoimuParams {
return { ...LOIMU_DEFAULTS, ...overrides };
}
loimu-shader.ts
import { glsl } from "./atmospheres-glsl";
/** Eight taps. The sheet is thin, so a long march would only oversample void. */
const TAPS = 8;
export const loimuFragmentShader = /* glsl */ `#version 300 es
precision highp float;
uniform float uTime;
uniform vec2 uResolution;
uniform vec2 uMouse;
uniform float uPointer;
uniform float uFocal;
uniform float uSheetDist;
uniform float uSheetSpan;
uniform float uSigma;
uniform float uFold;
uniform float uFoldScale;
uniform vec3 uNormal;
uniform vec3 uFlow;
uniform vec2 uSource;
uniform float uNoiseFreq;
uniform float uStretch;
uniform float uCurlScale;
uniform float uCurlAmt;
uniform float uFlowSpeed;
uniform float uOmega;
uniform float uThreshold;
uniform float uSharpen;
uniform float uFalloff;
uniform float uGain;
uniform float uEdge;
uniform float uEdgeBands;
uniform float uFlowLength;
uniform float uAlpha;
uniform float uAbsorb;
uniform vec3 uBody;
uniform vec3 uDeep;
uniform vec3 uEdgeColor;
out vec4 fragColor;
${glsl("fbm", "curl", "isoband", "dither", "tonemap", "composite")}
/** Where a ray leaving the eye crosses the sheet plane. Grazing rays would run
* to infinity, so the denominator is floored rather than discarded: the arrival
* falloff has already taken those pixels to zero anyway. */
float sheetHit(vec3 dir, vec3 nrm) {
return uSheetDist / max(dot(dir, nrm), 0.08);
}
void main() {
float aspect = uResolution.x / max(uResolution.y, 1.0);
vec2 ndc = (2.0 * gl_FragCoord.xy - uResolution) / uResolution.y;
vec3 dir = normalize(vec3(ndc, uFocal));
vec3 nrm = normalize(uNormal);
vec3 flowAxis = normalize(uFlow - nrm * dot(uFlow, nrm));
vec3 crossAxis = cross(nrm, flowAxis);
vec3 srcDir = normalize(vec3(uSource.x * aspect, uSource.y, uFocal));
vec3 source = srcDir * sheetHit(srcDir, nrm);
vec3 mouseDir = normalize(vec3(uMouse, uFocal));
vec3 mouse = mouseDir * sheetHit(mouseDir, nrm);
float hit = sheetHit(dir, nrm);
float stepLen = (2.0 * uSheetSpan) / float(${TAPS});
float jitter = ign(gl_FragCoord.xy);
vec3 col = vec3(0.0);
float acc = 0.0;
vec3 sheetPoint = dir * hit;
vec3 vel = curl(sheetPoint * uCurlScale + vec3(0.0, 0.0, uTime * 0.05), 0.35);
vec2 baseVel = vec2(dot(vel, flowAxis), dot(vel, crossAxis));
for (int i = 0; i < ${TAPS}; i++) {
float t = hit - uSheetSpan + (float(i) + jitter) * stepLen;
vec3 p = dir * t;
float bend = fbm(p * uFoldScale + vec3(0.0, 0.0, uTime * 0.02), 2) - 0.5;
float s = dot(p, nrm) - uSheetDist - bend * uFold;
float shell = exp(-(s * s) / (uSigma * uSigma));
if (shell < 0.002) continue;
vec3 toMouse = p - mouse;
vec2 mAB = vec2(dot(toMouse, flowAxis), dot(toMouse, crossAxis));
vec2 sheetVel = baseVel + clamp(
uPointer * uOmega * vec2(-mAB.y, mAB.x) / (1.0 + dot(mAB, mAB)),
vec2(-0.65),
vec2(0.65)
);
vec2 disp = sheetVel * uCurlAmt;
vec3 q = p + disp.x * flowAxis + disp.y * crossAxis
- flowAxis * (uFlowSpeed * uTime);
vec3 domain = vec3(
dot(q, flowAxis) / uStretch,
dot(q, crossAxis),
dot(q, nrm) * 0.6
) * uNoiseFreq;
float fb = fbm(domain, 3);
float along = domain.x;
float across = domain.y;
float tear = (fbm(vec3(along * 0.32, across * 1.8, domain.z), 3) - 0.5) * 0.6;
float d0 = across + 0.62 + tear;
float d1 = across - 0.05 + tear * 0.7;
float d2 = across - 0.72 - tear * 0.5;
float lanes = exp(-5.0 * d0 * d0)
+ 0.85 * exp(-7.0 * d1 * d1)
+ 0.65 * exp(-6.0 * d2 * d2);
float body = pow(smoothstep(uThreshold, 0.9, fb), uSharpen);
float rayWave = 0.5 + 0.5 * sin(along * 18.0 - uTime * 1.4);
float rays = 0.72 + 0.28 * rayWave * rayWave * rayWave;
float density = shell * (0.15 + 0.85 * lanes) * (0.08 + 0.92 * body) * rays;
float flow = clamp(dot(q - source, flowAxis) / uFlowLength, 0.0, 1.0);
vec3 hue = mix(uBody, uDeep, flow);
hue += uEdgeColor * isobands(fb, uEdgeBands) * uEdge;
float reach = length(p - source);
float alongReach = dot(p - source, flowAxis);
float launched = smoothstep(-1.2, 0.8, alongReach);
float arrival = launched / (1.0 + uFalloff * reach * reach);
col += hue * density * arrival * stepLen;
acc += density * arrival * stepLen;
}
col *= uGain;
float amount = clamp(acc * uGain, 0.0, 1.0);
// Tonemapped on luminance, not per channel, so a bright pass saturates
// toward the accent instead of washing to white. sisu must not bloom.
float lum = max(col.r, max(col.g, col.b));
float peak = 1.0 - exp(-lum);
vec3 tint = col / max(lum, 1e-4);
vec3 rgb = dither(mix(tint, tint * 0.78, uAbsorb), gl_FragCoord.xy, 0.006);
float alpha = mix(peak, amount * 0.85, uAbsorb) * uAlpha;
alpha = ditherAlpha(alpha, gl_FragCoord.xy, 0.004);
fragColor = composite(rgb, alpha);
}
`;
loimu-uniforms.ts
import {
setUniform,
type Uniforms,
} from "./atmospheres-gl";
import type { LoimuColors, LoimuParams } from "./loimu-field";
export interface LoimuFrame {
time: number;
/** Eased pointer in half-height screen units, y up. */
mouse: [number, number];
/** Fades the vortex in and out, 0..1. */
pointer: number;
alpha: number;
/** The house law: 1 stains the ground, 0 emits into it. */
absorb: number;
}
export function loimuUniforms(
colors: LoimuColors,
params: LoimuParams,
): Uniforms {
return {
uTime: { value: 0 },
uResolution: { value: [1, 1] },
uMouse: { value: [0, 0] },
uPointer: { value: 0 },
uFocal: { value: params.focal },
uSheetDist: { value: params.sheetDist },
uSheetSpan: { value: params.sheetSpan },
uSigma: { value: params.sigma },
uFold: { value: params.fold },
uFoldScale: { value: params.foldScale },
uNormal: { value: [...params.normal] },
uFlow: { value: [...params.flow] },
uSource: { value: [...params.source] },
uNoiseFreq: { value: params.noiseFreq },
uStretch: { value: params.stretch },
uCurlScale: { value: params.curlScale },
uCurlAmt: { value: params.curlAmt },
uFlowSpeed: { value: params.flowSpeed },
uOmega: { value: params.omega },
uThreshold: { value: params.threshold },
uSharpen: { value: params.sharpen },
uFalloff: { value: params.falloff },
uGain: { value: params.gain },
uEdge: { value: params.edge },
uEdgeBands: { value: params.edgeBands },
uFlowLength: { value: params.flowLength },
uAlpha: { value: 1 },
uAbsorb: { value: 0 },
uBody: { value: [...colors.body] },
uDeep: { value: [...colors.deep] },
uEdgeColor: { value: [...colors.edge] },
};
}
export function setLoimuColors(u: Uniforms, colors: LoimuColors): void {
setUniform(u, "uBody", [...colors.body]);
setUniform(u, "uDeep", [...colors.deep]);
setUniform(u, "uEdgeColor", [...colors.edge]);
}
export function setLoimuParams(u: Uniforms, params: LoimuParams): void {
setUniform(u, "uFocal", params.focal);
setUniform(u, "uSheetDist", params.sheetDist);
setUniform(u, "uSheetSpan", params.sheetSpan);
setUniform(u, "uSigma", params.sigma);
setUniform(u, "uFold", params.fold);
setUniform(u, "uFoldScale", params.foldScale);
setUniform(u, "uNormal", [...params.normal]);
setUniform(u, "uFlow", [...params.flow]);
setUniform(u, "uSource", [...params.source]);
setUniform(u, "uNoiseFreq", params.noiseFreq);
setUniform(u, "uStretch", params.stretch);
setUniform(u, "uCurlScale", params.curlScale);
setUniform(u, "uCurlAmt", params.curlAmt);
setUniform(u, "uFlowSpeed", params.flowSpeed);
setUniform(u, "uOmega", params.omega);
setUniform(u, "uThreshold", params.threshold);
setUniform(u, "uSharpen", params.sharpen);
setUniform(u, "uFalloff", params.falloff);
setUniform(u, "uGain", params.gain);
setUniform(u, "uEdge", params.edge);
setUniform(u, "uEdgeBands", params.edgeBands);
setUniform(u, "uFlowLength", params.flowLength);
}
export function setLoimuFrame(u: Uniforms, frame: LoimuFrame): void {
setUniform(u, "uTime", frame.time);
setUniform(u, "uMouse", [...frame.mouse]);
setUniform(u, "uPointer", frame.pointer);
setUniform(u, "uAlpha", frame.alpha);
setUniform(u, "uAbsorb", frame.absorb);
}
loimu.tsx
"use client";
import * as React from "react";
import { cn } from "@/lib/utils";
import {
type BlendMode,
blendStyleFor,
blendUniform,
type Rgb,
resolveBlendMode,
resolveColor,
} from "./atmospheres-color";
import { hiddenOnGround } from "./atmospheres-ground";
import { useGlCanvas } from "./use-gl-canvas";
import {
useThemeVersion,
useTokenColors,
} from "./use-token-colors";
import {
approach,
type LoimuColors,
type LoimuParams,
POINTER_EASE,
resolveParams,
} from "./loimu-field";
import { loimuFragmentShader } from "./loimu-shader";
import {
loimuUniforms,
setLoimuColors,
setLoimuFrame,
setLoimuParams,
} from "./loimu-uniforms";
const ROLES = ["accent", "accent-2", "accent-alt"] as const;
/** Far enough in that the still frame shows a developed sheet, not a seed. */
const STILL_TIME = 14;
export interface LoimuProps extends React.HTMLAttributes<HTMLDivElement> {
/** Flow and fold rate multiplier. Defaults to 1. */
speed?: number;
/** When on, the field swirls toward the eased cursor. Defaults to true. */
interactive?: boolean;
/** Overall opacity of the sheet, 0..1. Defaults to 1. */
opacity?: number;
/** Force the blend. Defaults to emissive on a dark ground, absorptive on a
* light one, which is the only way this survives a light theme. */
mode?: BlendMode;
/** Override any hue stop with a CSS colour. Omitted stops read their token. */
colors?: { body?: string; deep?: string; edge?: string };
/** Escape hatch for the field parameters, for tuning demos. */
params?: Partial<LoimuParams>;
children?: React.ReactNode;
}
export const Loimu = React.forwardRef<HTMLDivElement, LoimuProps>(
(
{
speed = 1,
interactive = true,
opacity = 1,
mode,
colors,
params,
className,
children,
...props
},
forwardedRef,
) => {
const cBody = colors?.body;
const cDeep = colors?.deep;
const cEdge = colors?.edge;
const speedRef = React.useRef(speed);
speedRef.current = speed;
const interactiveRef = React.useRef(interactive);
interactiveRef.current = interactive;
const opacityRef = React.useRef(opacity);
opacityRef.current = opacity;
const paramsRef = React.useRef<LoimuParams>(resolveParams(params));
paramsRef.current = resolveParams(params);
const themeVersion = useThemeVersion();
const scopeRef = React.useRef<HTMLDivElement | null>(null);
const tokens = useTokenColors(ROLES, { scopeRef });
const blend = resolveBlendMode(mode, tokens.bg);
// biome-ignore lint/correctness/useExhaustiveDependencies: a theme swap re-resolves the same colour strings to new channels.
const ramp = React.useMemo<LoimuColors>(() => {
const stop = (value: string | undefined, fallback: Rgb): Rgb =>
value ? resolveColor(value) : fallback;
return {
body: stop(cBody, tokens.colors.accent),
deep: stop(cDeep, tokens.colors["accent-2"]),
edge: stop(cEdge, tokens.colors["accent-alt"]),
};
}, [cBody, cDeep, cEdge, tokens, themeVersion]);
const rampRef = React.useRef(ramp);
rampRef.current = ramp;
const blendRef = React.useRef(blend);
blendRef.current = blend;
const mouse = React.useRef<[number, number]>([0, 0]);
const canvas = useGlCanvas({
fragment: loimuFragmentShader,
uniforms: () => loimuUniforms(rampRef.current, paramsRef.current),
enabled: !hiddenOnGround("loimu", blend),
pointer: true,
pointerEase: POINTER_EASE,
stillTime: STILL_TIME,
maxDpr: 1.5,
renderScale: 0.7,
onFrame: (u, frame) => {
const half = Math.max(frame.height, 1) / 2;
if (interactiveRef.current) {
mouse.current[0] = approach(
mouse.current[0],
frame.pointer.x / half,
POINTER_EASE,
);
mouse.current[1] = approach(
mouse.current[1],
frame.pointer.y / half,
POINTER_EASE,
);
}
setLoimuColors(u, rampRef.current);
setLoimuParams(u, paramsRef.current);
setLoimuFrame(u, {
time: frame.time * speedRef.current,
mouse: mouse.current,
pointer: interactiveRef.current ? frame.pointer.amount : 0,
alpha: opacityRef.current,
absorb: blendUniform(blendRef.current),
});
},
});
const { redraw } = canvas;
// biome-ignore lint/correctness/useExhaustiveDependencies: the still frame must repaint when the ramp or the blend changes.
React.useEffect(() => {
redraw();
}, [redraw, ramp, blend]);
const on = canvas.active;
return (
<div
ref={(node) => {
canvas.containerRef.current = node;
scopeRef.current = node;
if (typeof forwardedRef === "function") forwardedRef(node);
else if (forwardedRef) forwardedRef.current = node;
}}
data-blend={blend}
className={cn("relative isolate overflow-hidden", className)}
{...props}
>
{on ? (
<div
aria-hidden="true"
className="pointer-events-none absolute inset-0 -z-10"
>
<canvas
ref={canvas.canvasRef}
className="block h-full w-full"
style={blendStyleFor(blend)}
/>
</div>
) : null}
{children}
</div>
);
},
);
Loimu.displayName = "Loimu";