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ORB-31

raymarched shell, volumetric godrays

Installation

$ pnpm dlx shadcn@latest add https://shadercn.vercel.app/r/orb-31.json

Usage

import { Orb31 } from "@/components/orbs/orb-31";
<Orb31 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
speedAnim speed0.015100.051
sweepRateSweep rate060.020.5
radiusShell radius0.4100.052.6
swellInput swell030.0150.18
warpWarp divisor0.3100.050.9
warpFreqWarp frequency0.15300.155.25
warpSwingWarp swing080.050
freqSwingFrequency swing0150.050
smoothSwingSoftness swing020.0050
smoothKBlend softness0.01540.020.42
rayGainGodray gain040.020.8
rayFalloffGodray falloff0.31000.510.5
surfaceLitSurface light030.0150.105
ambientAmbient010.0050
alphaGainAlpha gain0.05150.13
edgeFadeHalo falloff0.130.0150.45
camDistCamera distance1.51000.512
fovLens0.3200.13.5
stepScaleStep safety0.3300.59
maxDistMax distance3100122

Credits

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