For the complete documentation index, see llms.txt. Markdown variants are available by appending .md to any URL or sending an Accept: text/markdown header. An agent skill is available at /.well-known/agent-skills/site-skill.md.
/
0
Sponsor

ORB-08

mother-of-pearl contour bands, each layer its own hue

Installation

$ pnpm dlx shadcn@latest add https://shadercn.vercel.app/r/orb-08.json

Usage

import { Orb08 } from "@/components/orbs/orb-08";
<Orb08 size={280} state="idle" />

Props

Component Props

PropTypeDefaultDescription
state"idle" | "thinking" | "speaking""idle"Drive preset the orb eases toward
sizenumber280Rendered size in CSS pixels
paramsPartial<Record<string, number>>-Shader param overrides, see Shader Props
colorsPartial<Record<string, string>>-Shader colour overrides as hex strings
statePresetsPartial<Record<OrbState, Record<string, number>>>-Replace the built-in per-state param presets
stateColorsPartial<Record<OrbState, Record<string, string>>>-Replace the built-in per-state colours
stateVolumesPartial<Record<OrbState, { input?: number; output?: number }>>-Pin the drive volumes a state settles on
volumes{ input?: number; output?: number }-Drive the orb directly, bypassing synthesis
pausedbooleanfalseFreeze the frame loop
pauseOffscreenbooleantrueStop rendering while scrolled out of view
maxDprnumber2Upper bound on the device pixel ratio
classNamestring-Class on the wrapper element
styleCSSProperties-Inline style on the wrapper element
ariaLabelstring-Accessible name for the canvas

Shader Props

Pass any of these through params; each is a single f32 uniform read by the shader.

ParamLabelRangeStepDefault
speedBoil0.015100.050.35
flowBand drift050.030.25
swirlSwirl030.0150.06
radiusRadius0.1530.0150.9
scalePattern scale0.3200.15.5
bulgeDome bulge040.020.3
warpWarp030.021
beatWarp beat010.010
thickBand width0.0220.010.2
splitChromatic split010.0050.1
irisIridescence020.010.7
irisScaleIridescence scale020.0050.315
viewAngle shift030.011.34
floorBody fill030.010.8
gainBrightness0.0550.051.1
contrastContrast0.15100.051.15
lightKey light030.0150.75
rimRim sheen030.0150.5

Colours are passed through colors as hex strings.

ColourLabelDefault
deepShell body#0d1430
lowDim layer#2fb8c6
crestBright layer#fff1de
sheenSheen#bfe4ff

Credits

Shader by XorDev, ported from orbkit (WebGL/GLSL) to WebGPU/WGSL.