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ORB-16

sunlight through water — a caustic net crawling over the ball, fringing into colour where it moves

Installation

$ pnpm dlx shadcn@latest add https://shadercn.vercel.app/r/orb-16.json

Usage

import { Orb16 } from "@/components/orbs/orb-16";
<Orb16 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
flowWater flow0.015100.050.9
spinTurn050.030.08
swellRateSurge rate080.050.6
radiusRadius0.1530.0150.9
scaleNet scale3300.19
warpRipple depth030.020.8
edgeLine sharpness0.5100.052.2
splitColour fringe030.020.6
swellSurge depth010.010.15
gainSun power0.0560.051.6
contrastTone knee0.1560.051.1
lightFloor light030.0150.9
rimRim sheen030.0150.6

Colours are passed through colors as hex strings.

ColourLabelDefault
deepWater#0b2f6e
sunCaustic light#7ff6ff
sheenSheen#bfe8ff

Credits

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