Usage

Every orb takes the same small prop surface. Shader parameters are optional — leave them out and the orb follows the preset for its current state.

Basic

import { Shdr01 } from "@/components/ui/shdr-01";

export function AgentAvatar() {
  return <Shdr01 size={280} state="idle" />;
}

Driving it from your agent

Map your own connection state onto the orb's three states. The orb handles the transition — params glide, and the animation phase stays continuous.

const orbState =
  status === "connecting" ? "thinking"
  : isAgentSpeaking ? "speaking"
  : "idle";

return <Shdr01 size={320} state={orbState} />;

Props

PropTypeDefaultNotes
sizenumber280Rendered diameter in CSS pixels.
state"idle" | "thinking" | "speaking""idle"Drives the synthesized volume signals.
paramsPartial<Record<string, number>>Any key here overrides the state preset for that param.
colorsPartial<Record<string, string>>Hex overrides, where the orb declares colors.
pausedbooleanfalseFreeze on the current frame.
pauseOffscreenbooleantrueStop rendering while scrolled out of view.
maxDprnumber2Device-pixel-ratio ceiling.
wrapperOrbWrapper"none"Decoration drawn around the orb: none, glass, ring, dotted, ticks, reticle, grid, halftone, scanlines.
wrapperColorstring"currentColor"What the wrapper draws its lines in. Glass ignores it.
classNamestringApplied to the outermost element.
styleCSSPropertiesMerged onto the outermost element's style.
ariaLabelstringWhen set the orb is role=img; otherwise it is aria-hidden.

Sizing

size sets both width and height. To size from CSS instead, drop size and give the canvas a class — the runtime tracks the element box with a ResizeObserver and re-renders at the new resolution.

<Shdr01 className="size-full" state="speaking" />

Shader parameters — SHDR-01

cut-glass orb with a dispersive, turbulent interior. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.5
spinSpin rate050.25
camDistCamera distance1507
focalLens0.15152.25
tiltField tilt040.5
turbTurbulence050.3
sheetsSheet density1607
disperseDispersion051
striaStriation depth0101
envRadiusEnvelope radius0.15152.6
envCoreEnvelope core0.31.021
fillBody fill01001.5
stepClampStep clamp0.330020
scatterDiffusion00.50.02
exposureExposure1.5150060
contrastContrast0.15151
saturationSaturation041
alphaGainAlpha gain0.05152
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-02

ornate scrollwork on a rolling dome. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.5
swirlSwirl030.06
radiusRadius0.1530.9
swellInput swell010.06
zoomPattern zoom0.15404.4
bulgeSphere bulge0100.35
warpFreqWarp frequency0.05101.5
hueShiftHue shift06.2830
coreClampFlare size0.00330.12
falloffFill0.0541
gainExposure0.015100.55
rimRim light030.12
rimPowRim tightness0.15152.2
alphaGainAlpha gain0.05152.4
baseVisBase visibility01.50.08

Shader parameters — SHDR-03

a turbulent belt of light girdling the ball, contoured in rainbow. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.6
wanderBelt tilt drift050.3
feedbackTilt feedback0401.5
camDistCamera distance1505
focalLens0.15151.05
shellRShell radius0.2203
shellWShell weight0.00510.12
planeBelt tightness010.15
turbWarp040.55
widthBelt width0.00050.40.004
pulseBelt breathing010
surgeBelt surge010
hueContour hue06025
spreadColour spread031
envRadiusEnvelope radius0.15203.3
envCoreEnvelope core0.31.020.92
fillBody fill0400.1
stepClampStep clamp5200001500
scatterDiffusion00.10.0006
exposureExposure201000001500
contrastContrast0.15151.2
saturationSaturation041.25
alphaGainAlpha gain0.05152
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-04

a hollow shell of light, faceted by a voxel lattice. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.6
camDistCamera distance1609
focalLens0.15151.35
shellRShell radius0.3205
pitchFacet size0.0051.50.3
turbDisplacement050.45
slackTrace slack0.010.90.1
widthSurface width0.00050.30.003
hueGainPosition hue061
floorLevelWhite floor040.8
envScaleSilhouette margin121.16
exposureExposure20400003000
contrastContrast0.15151.3
saturationSaturation041.3
alphaGainAlpha gain0.05152
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-05

rainbow rings travelling through a lattice of lenses. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
ringRing speed080.9
swirlSwirl030.05
slideLattice slide040.12
radiusRadius0.1530.9
scaleLattice scale0.3205
bulgeDome bulge040.3
lensLens strength041
poleSoftWall softness0.00080.50.02
freqRing frequency0.0581
spreadColour split041
gainBrightness0.0541.1
contrastContrast0.1561
saturationSaturation041.15
floorLevelBody fill020.12
lightKey light030.4
rimRim sheen030.45

Shader parameters — SHDR-06

a hundred glowing lattices stacked through the ball, interfering. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.5
driftLayer walk00.30.02
radiusRadius0.1530.9
scalePattern scale0.3204
bulgeDome bulge040.3
depthStack depth01.60.7
freqLattice spacing0.0550.7
glowSizeGlow size0.00210.05
hueRateHue per layer00.50.037
exposureExposure0.052004
contrastContrast0.15101.1
saturationSaturation041.2
lightKey light030.45
rimRim sheen030.4

Shader parameters — SHDR-07

a twist wave travelling out through the ball around a lit column. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedCell shimmer0.015100.5
waveWave speed080.7
twistTwist081
spinRoll030.1
tiltAxis lean-1.51.50.3
camDistCamera distance1507
focalLens0.15152.25
turbCell turbulence051
columnColumn release010
stepScaleStep scale0.0051.50.1
hueDepthDepth hue0100.75
hueStepStep hue0100.45
envRadiusEnvelope radius0.15152.6
envCoreEnvelope core0.31.020.88
fillBody fill01000.15
stepClampStep clamp35000400
scatterDiffusion00.50.01
exposureExposure1.5500060
contrastContrast0.15151.3
saturationSaturation041.15
alphaGainAlpha gain0.05152
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-08

mother-of-pearl contour bands, each layer its own hue. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedBoil0.015100.35
flowBand drift050.25
swirlSwirl030.06
radiusRadius0.1530.9
scalePattern scale0.3205.5
bulgeDome bulge040.3
warpWarp031
beatWarp beat010
thickBand width0.0220.2
splitChromatic split010.1
irisIridescence020.7
irisScaleIridescence scale020.315
viewAngle shift031.34
floorBody fill030.8
gainBrightness0.0551.1
contrastContrast0.15101.15
lightKey light030.75
rimRim sheen030.5

Shader parameters — SHDR-09

torn rings of rainbow light worn as the ball's latitudes. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.6
spinRoll030.12
tiltTilt-1.51.50.4
radiusRadius0.1530.9
scaleRing spacing0.3203.5
warpTear030.45
seedRing seed030.9
glowRing glow010.05
lineSoftRing width0.00210.05
innerInner falloff0.2123
fringeRainbow fringe020.1
fringeSoftFringe width0.00110.003
ringPhaseRing hue step030.8
exposureExposure0.05201.1
contrastContrast0.15101.1
saturationSaturation041.2
lightKey light030.5
rimRim sheen030.4

Shader parameters — SHDR-10

a lattice of light knitted into the ball's own skin. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.6
scrollClimb081.2
camDistCamera distance1507
focalLens0.15152
shellRShell radius0.2202.6
wrapWraps around1148
climbBand spacing0.05124
turbWarp030.35
layerLayer offset020.5
cellLattice weight020.45
stepScaleStep scale0.0230.15
hueStepLayer hue030.4
spreadColour spread031
envRadiusEnvelope radius0.15202.9
envCoreEnvelope core0.31.020.92
fillBody fill0400.1
stepClampStep clamp55000300
scatterDiffusion00.20.004
exposureExposure0.0550030
contrastContrast0.15151.15
saturationSaturation041.2
alphaGainAlpha gain0.05152
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-11

quantum orbital, rainbow chroma. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.9
rotSpeedRotation speed050.5
radiusRadius0.1530.9
swellInput swell010.07
posScaleOrbital zoom0.15100.5
flowSpeedFlow speed0100.35
flowAmpFlow amount040.45
flowScaleFlow scale0.3100.3
precessPrecession040.3
radialPowRadial power0.5150.5
radialDecayRadial decay0.3301
probPowProbability curve0.130.4
probGainProbability gain0.15153
waveFreqWave frequency0204
chromaSpreadChroma spread01.50.18
glowGlow050.9
metalDarkMetal darkness030
baseVisBase visibility01.50.12

Shader parameters — SHDR-12

a ball of glossy toy bricks, studs up — it rebuilds itself while it thinks. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
spinSpin050.25
tiltTilt040.55
rebuildRebuild rate0200.4
gapMissing bricks00.80.07
studsStuds84818
radiusRadius0.1530.95
patchColour patches010.35
studStud relief010.85
seamSeams010.6
glossGloss031
lightKey light031
gainGain0.0551
contrastContrast0.15101

Shader parameters — SHDR-13

plasma globe: crawling lightning filaments. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015101
spinSpin rate050.2
camDistCamera distance1507
focalLens0.15152.25
envRadiusGlobe radius0.15152.6
swellInput swell010.15
tiltAxis tilt040.4
filsFilament density0.5126
writheWrithe030.9
writheFreqWrithe frequency0.281.6
sharpArc sharpness0.5604
softArc core softness0.0020.50.06
whitenCore whitening00.20.008
coreGainNucleus glow051.6
tipGainGlass flare061.8
fillBody haze020.02
stepClampStep clamp0.330040
scatterDiffusion00.50.012
exposureExposure0.120011
contrastContrast0.15151
saturationSaturation041.2
alphaGainAlpha gain0.05152.5
edgeEdge sharpness011

Shader parameters — SHDR-14

a lit plasma dome quantized to chunky two-tone pixels. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedWave speed0.015100.5
spinRoll050.15
radiusRadius0.1530.9
cellsGrid cells32320140
levelsTone steps283
scaleWave scale0.3121.5
plasmaWave amount030.9
lightKey light030.9
rimRim light030.35
gainBrightness0.0551
contrastContrast0.15101.1

Shader parameters — SHDR-15

an iridescent particle-track web worn as the ball's skin. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.5
wanderAxis wander030.15
camDistCamera distance1507
focalLens0.15152.25
fieldScaleWeb density1202.4
turbWeave050.8
stepScaleSkin depth0.00150.40.015
disperseDispersion051
envRadiusEnvelope radius0.15152.6
envCoreEnvelope core0.31.021
fillBody fill01000.3
stepClampStep clamp35000150
scatterDiffusion00.50.01
exposureExposure1.5150050
contrastContrast0.15151.35
saturationSaturation041.35
alphaGainAlpha gain0.05152
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-16

sunlight through water — a caustic net crawling over the ball, fringing into colour where it moves. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
flowWater flow0.015100.9
spinTurn050.08
swellRateSurge rate080.6
radiusRadius0.1530.9
scaleNet scale3309
warpRipple depth030.8
edgeLine sharpness0.5102.2
splitColour fringe030.6
swellSurge depth010.15
gainSun power0.0561.6
contrastTone knee0.1561.1
lightFloor light030.9
rimRim sheen030.6

Shader parameters — SHDR-17

a grainy many-coloured storm with band shear and lightning. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedStorm speed0.015100.9
spinRoll050.12
radiusRadius0.1530.9
scaleWeather scale0.3122.4
bandsBand count0206
shearBand shear051.1
warpWarp082.2
churnChurn081.4
gainBrightness0.0551.15
contrastContrast0.15101.35
grainField grain020.4
filmGrainFilm grain020.35
grainSizeGrain size182
rainbowIridescence020.65
flashRateFlash rate0101.6
flashFlash power051.2
lightKey light030.85
rimRim light030.5

Shader parameters — SHDR-18

a crystal folded out of one eighth of space, tumbling. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
wanderTumble050.5
camDistCamera distance1504
focalLens0.15151.5
foldOctant fold011
creaseDiagonal crease011
freqCrystal frequency0.1205
stepScaleStep scale0.0220.3
hueDepth hue041.5
spreadColour spread031
envRadiusEnvelope radius0.15152.1
envCoreEnvelope core0.31.020.9
fillBody fill0200.02
stepClampStep clamp1200040
scatterDiffusion00.20.004
exposureExposure0.250018
contrastContrast0.15151.2
saturationSaturation041.25
alphaGainAlpha gain0.05152
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-19

beads swelling and shrinking in their cells, packed over the ball. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.5
swirlSwirl030.05
slideDrift040.1
radiusRadius0.1530.9
scalePacking scale0.33010
bulgeDome bulge040.3
growDot size-0.21.20.185
varySize variation00.40.13
skewGenerator detune030.62
jitterDot wander01.50.1
edgeRim hardness120050
beadBead shading010
gainBrightness0.0541
contrastContrast0.1561
saturationSaturation041.1
floorLevelBody fill020.06
lightKey light030.3
rimRim sheen030.35

Shader parameters — SHDR-20

a water film rushing down the ball, fountain-style. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedRipple speed0.015100.5
flowFall rush0203
camDistCamera distance1507
focalLens0.15152.25
tiltFlow tilt040.15
stretchFall stretch0.0330.3
foamFoam030.3
wallFilm sharpness0.15203
stepScaleStep scale0.0151.50.2
hueScaleHue banding030.85
envRadiusEnvelope radius0.15152.6
envCoreEnvelope core0.31.021
fillBody fill01000.4
stepClampStep clamp0.330020
scatterDiffusion00.50.01
exposureExposure1.5150022
contrastContrast0.15151.15
saturationSaturation041.55
alphaGainAlpha gain0.05152
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-21

light diffusing through a cloud. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.0151010
camDistCamera distance0.5404.4
focalLens0.3151.8
radiusCloud radius0.15102
scaleCloud scale0.1150.8
churnChurn050.3
thresholdClumping030.075
edgeSoftEdge softness0.1100.8
densityDensity0.03203.2
absorbAbsorption0.03151.4
shadowAbsorbShadow depth0202.4
shadowLiftShadow lift050.55
anisoForward scatter-0.90.90.45
lightSpinLight orbit030.12
powerLight power0.03401.9
ambientAmbient030.12
exposureExposure0.03101
alphaGainAlpha gain0.05101.5

Shader parameters — SHDR-22

field lines swirling around the ball about a wandering axis. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015100.5
wanderAxis wander030.12
camDistCamera distance1507
focalLens0.15152.25
hugSurface hug030.8
turbCell shimmer050.6
stepScaleStep scale0.0051.50.07
hueStepStep hue0100.12
hueDepthDepth hue0101.4
glowVector glow0101.4
glowFewGlow density01.50.12
envRadiusEnvelope radius0.15152.6
envCoreEnvelope core0.31.020.88
fillBody fill01000.15
stepClampStep clamp35000800
scatterDiffusion00.50.01
exposureExposure1.55000260
contrastContrast0.15151.3
saturationSaturation041.15
alphaGainAlpha gain0.05152
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-23

an ASCII glyph matrix in CRT green, wrapped on the ball. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
driftDrift0100.55
scrollScroll0100.05
speedPulse rate0.015100.5
pulsePulse depth020
spinRoll050.12
radiusRadius0.1530.9
cellsGlyph grid1612040
scaleField scale0.3101.6
densityGlyph density020.48
dropoutDropout010.48
lightKey light030.6
rimRim glow030.45
gainPhosphor gain0.0551
contrastContrast0.15101

Shader parameters — SHDR-24

a Minecraft Earth — a perfect voxel sphere whose seasons cycle it through lush, cherry-grove, ice, mesa and desert worlds. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
spinSpin050.22
tiltTilt040.45
driftTerrain drift0100.12
seasonSeason rate0100.3
shuffleEmber rate0200.8
radiusRadius0.1531.15
blocksBlocks169664
roughMountains00.80.45
scaleTerrain scale0.582.4
seaSea level010.5
treesTrees010.75
caveCaves010.4
oreOre density00.60.12
glowOre glow050.9
coreMolten core010.5
textureTexture grain010.6
lightKey light031
gainGain0.0551
contrastContrast0.15101

Shader parameters — SHDR-25

the folds of a warped field, drawn by their own steepness. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedBoil0.015203
driftDrift080.6
swirlSwirl030.05
radiusRadius0.1530.9
scaleCell scale0.3607.5
bulgeDome bulge040.3
warpFold020.4
zoomOctave zoom0.621.111
rippleRipple0.0230.3
edgeGainEdge gain0.56010
blurRim width0.5122.5
fringeChromatic fringe01.50.09
exposureExposure0.05400.8
contrastContrast0.1581.15
saturationSaturation041.5
floorLevelBody fill020.16
lightKey light030.35
rimRim sheen030.45

Shader parameters — SHDR-26

a crazed web of coloured threads knotted to a cell grid. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedBoil0.015100.4
swirlSwirl030.07
driftCrazing drift050.18
radiusRadius0.1530.9
scaleCell scale0.3209
bulgeDome bulge040.25
warpWarp030.85
poleKnot strength020.25
poleSoftKnot size0.00110.012
pulseCell breathing020.35
sharpThread width0.3204.5
splitChromatic split010.045
coreHot core030.45
floorBody fill030.9
gainBrightness0.0551
contrastContrast0.15101.35
lightKey light030.7
rimRim sheen030.45

Shader parameters — SHDR-27

a weather-radar mosaic, fronts of coloured pixels sweeping the ball. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedFront speed0.015100.6
spinRoll050.04
radiusRadius0.1530.9
scaleGrid zoom0.382.4
cellsGrid812034
dotDot size0.10.50.36
swirlSwirl081.5
vortexVortex size0.120.45
freqStorm scale0.281.6
warpBend030.5
loQuiet threshold010.12
hiPeak threshold010.82
curveResponse curve0.541.4
ditherClass dither00.60.12
sparseQuiet density010.16
densityFill01.51
twinkleTwinkle rate0303
grainPaper grain010.1
lightKey light010.18
rimRim010.35

Shader parameters — SHDR-28

nested binary grids shuttering on a tumbling bit-sphere. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedShutter drift0.015100.5
spinTumble rate050.15
tiltTumble tilt040.5
radiusRadius0.130.9
gridScaleGrid scale0.5202
levelsBit depth42012
lineWLine width0.5152
shutterShutter041
gainLine gain0.05101
bodyBody glow051
rimRim light050.6
rimPowRim tightness0.3203
contrastContrast0.15101
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-29

an LED tile wall lighting up in flowing blobs, wrapped on the ball. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
driftDrift0100.45
churnChurn0100.5
swirlFluidity031.2
shuffleShuffle0200.6
pulsePulse depth020
spinRoll050.1
radiusRadius0.1530.9
cellsTile grid1616048
scaleBlob scale0.3101.3
coverageCoverage01.20.52
confettiConfetti010.22
lightKey light030.6
gainPanel gain0.0551
contrastContrast0.15101

Shader parameters — SHDR-30

a meadow folding into itself toward a blue vanishing point. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
fallFall speed040.12
tiltFrame tilt-1.61.60
driftWeather drift040.2
radiusRadius0.1530.9
scaleTunnel scale0.3204.5
bulgeDome bulge040.25
ratioFrame ratio1.161.8
horizonHorizon-0.90.90.14
cloudScaleCloud scale0.181.6
cloudCoverCloud cover0.020.980.46
streakFreqWall detail0.2205
streakRadSmear0.0240.5
waterWater010.7
flowerScaleFlower scale212044
flowerDensityFlower density010.55
flowerSizeFlower size0.050.60.26
frameShadeFrame shading0.21.40.62
hazeAerial haze010.85
hazeRangeHaze reach0.0051.50.09
gainBrightness0.0541.05
contrastContrast0.15101.05
saturationSaturation041.1
lightKey light030.35
rimRim sheen030.55

Shader parameters — SHDR-31

raymarched shell, volumetric godrays. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedAnim speed0.015101
sweepRateSweep rate060.5
radiusShell radius0.4102.6
swellInput swell030.18
warpWarp divisor0.3100.9
warpFreqWarp frequency0.15305.25
warpSwingWarp swing080
freqSwingFrequency swing0150
smoothSwingSoftness swing020
smoothKBlend softness0.01540.42
rayGainGodray gain040.8
rayFalloffGodray falloff0.310010.5
surfaceLitSurface light030.105
ambientAmbient010
alphaGainAlpha gain0.05153
edgeFadeHalo falloff0.130.45
camDistCamera distance1.510012
fovLens0.3203.5
stepScaleStep safety0.3309
maxDistMax distance310022

Shader parameters — SHDR-32

a galaxy marched as gas and dust inside the ball. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
spinDisc turn030.06
churnGas churn050.25
beatCore beat0120.8
twinkleTwinkle rate0121.2
camDistCamera distance1507
focalLens0.15152.25
envRadiusEnvelope radius0.15152.6
tiltTilt (0 edge-on)01.50.85
armsArm count162
windArm winding083.4
raggedArm fray0123
armSharpArm sharpness0.382.2
falloffDisc falloff0.3121.7
thickDisc thickness0.0110.035
bulgeCore tightness220040
coreCore density0205
turbScaleTurbulence scale0.5309
thresholdClumping010.35
densityGas density0.14014
absorbDust absorption0203.5
starsStars0101.2
starDensityStar density010.5
starScaleStar scale520048
hueReachHue reach0.151.50.6
pulseBeat depth030.2
breatheDisc breathing020
exposureExposure0.05501.1
contrastContrast0.1561.15
saturationSaturation041.35
alphaGainAlpha gain0.05152
fillNight fill010.85
rimRim light030.35
edgeEdge sharpness011
edgeFadeHalo falloff0.130.98

Shader parameters — SHDR-33

a thermal image, risograph-printed on the ball. Pass any subset through params; anything you leave out follows the active state's preset.

KeyLabelRangeDefault
speedDrift0.015100.5
spinRoll050.05
radiusRadius0.1530.9
scaleZoom0.383
freqPool scale0.261.4
warpWarp030.6
loCold threshold010.42
hiHot threshold010.74
gainHeat gain0.161
jitterHeat jitter00.50.015
bandsContour bands2247
bandingContour strength010.85
contrastContrast0.331
ditherDither00.60.05
dotsScreen pitch412046
dotGainDot gain0.221
dotSoftDot softness0.010.30.12
misregisterMisregistration030.5
inkInk density010.92
printMixPrint mix010.28
grainPaper grain020.35
grainSizeGrain size182
lightKey light010.25
rimRim light030.25

Performance

Each orb owns one WebGL context, and browsers cap the number of live contexts (commonly around 16). A page with many orbs is fine because they pause offscreen, but if you need dozens visible at once, render them at a smaller size and consider lowering maxDpr to 1.

npx shadcn@latest add @orbkit/all