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Loimu

npx shadcn add "https://usva.build/r/loimu.json"
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Dependencies

Bundle weight · heavywebgl
animationmotion
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";

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