Bokeh shader preview: Out-of-focus lights drifting in depth, like a fast lens wide open at night.
ittybitty

Bokeh

Out-of-focus lights drifting in depth, like a fast lens wide open at night.

Code

Use as
Code view

Copy embed: paste into Webflow, Framer, Squarespace or any HTML · Copy for agent: paste into Cursor or Claude · Copy code: the files for your own build.

For your own build, add bokeh.js, ittybitty-shader.js, runtime.js and pointer.js next to this page. Highlighted values follow the controls.

<!-- Quickest: one element. Size it with CSS; it fills its box. -->
<script type="module" src="./ittybitty-shader.js"></script>
<ittybitty-shader effect="bokeh" style="width: 100%; aspect-ratio: 16 / 10;"></ittybitty-shader>

<!-- Or with JavaScript, for full control: -->
<canvas id="bokeh" aria-hidden="true" style="width: 100%; aspect-ratio: 16 / 10; display: block"></canvas>

<script type="module">
  import { bokeh } from './bokeh.js';

  const canvas = document.getElementById('bokeh');
  const effect = bokeh(canvas, {
    showBackground: true,
    speed: 0.4,
    drift: 0.3,
    twinkle: 0.15,
    aperture: 'circle',
    density: 0.65,
    size: 0.8,
    focus: 0.15,
    breathing: 0.4,
    glow: 1,
    fringe: 0.5,
    catsEye: 0.5,
    palette: [[0, '#ff9a2e'], [0.3, '#ffd36e'], [0.55, '#ffe6b8'], [0.8, '#ff4b2b'], [1, '#3d9bff']],
    background: '#05060b',
    interactive: true,
    responsiveness: 0.5,
    // Performance
    dpr: 1.5,
    adaptive: true,
  });

  // Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>

Details

City lights seen through a fast lens wide open: each light is a disc the shape of the aperture, sized by its distance from the focal plane. Soap-bubble rims, faint onion rings, purple and green fringes either side of focus and cat’s-eye discs towards the corners give it a real lens’s character. The focus slowly breathes, lights that land in it shrink to pinpoints with tiny star flares, and the pointer pulls focus through the scene.

Payload
10.3 KB brotli for bokeh.js, ittybitty-shader.js, runtime.js and pointer.js, measured at build time.
Resolution
Device pixel ratio capped at 1.5. Each light is drawn as one small sprite into a packed float buffer (32 bits a pixel), so a pixel only shades the lights that reach it.
Frame rate
Display rate.
When unseen
Stops rendering when the canvas leaves the viewport or the tab is hidden, and resumes where it left off.
Reduced motion
Shows a single still frame. Controls and the pointer still update it.
Layers
Up to five effects fuse into one shader and one draw call. Filters such as dithering and halftone process the layers beneath them.
Browsers
Any browser with WebGL2: Chrome and Edge 56+, Firefox 51+, Safari 15+.
Licence
MIT. Copy it, change it, ship it.