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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 @shadercn/orb-16

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 flow0.015 – 100.050.9
spinTurn0 – 50.030.08
swellRateSurge rate0 – 80.050.6
radiusRadius0.15 – 30.0150.9
scaleNet scale3 – 300.19
warpRipple depth0 – 30.020.8
edgeLine sharpness0.5 – 100.052.2
splitColour fringe0 – 30.020.6
swellSurge depth0 – 10.010.15
gainSun power0.05 – 60.051.6
contrastTone knee0.15 – 60.051.1
lightFloor light0 – 30.0150.9
rimRim sheen0 – 30.0150.6

Colours are passed through colors as hex strings.

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

Credits

Based on original work by XorDev.