
Ship something
people remember.
A button that wakes up when you reach for it.
Cells
A living Voronoi network in fine dotted hairlines, with signals running along its edges.
This browser cannot run WebGL2, so this is a still image. The code below works wherever WebGL2 is available.
Code
For your own build, add cells.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="cells" style="width: 100%; aspect-ratio: 16 / 10;"></ittybitty-shader>
<!-- Or with JavaScript, for full control: -->
<canvas id="cells" aria-hidden="true" style="width: 100%; aspect-ratio: 16 / 10; display: block"></canvas>
<script type="module">
import { cells } from './cells.js';
const canvas = document.getElementById('cells');
const effect = cells(canvas, {
showBackground: true,
showPulses: true,
speed: 0.5,
size: 1,
jitter: 0.85,
rounding: 0.75,
width: 1.2,
dots: 0.85,
glow: 0.12,
network: 0.55,
division: 0.3,
fill: 0,
colors: [[0, '#79ed68'], [0.48, '#79ed68'], [0.52, '#c46ee0'], [1, '#c46ee0']],
backdrop: 'solid',
background: '#07080f',
pulses: 0.15,
pulseSpeed: 1,
interactive: true,
responsiveness: 0.5,
// Performance
dpr: 1.5,
adaptive: true,
});
// Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>
Details
A Voronoi network drawn in fine dotted hairlines, each cell rounded where three meet, so every junction opens into a tiny curved triangle. The cells drift on slow orbits, now and then one pinches in two and later heals, and parts of the network fade in and out while sparks of light run along the edges like signals through nerves. Over a dark backdrop, the page itself, or an iridescent wash seen through the cells like frosted glass. The pointer magnifies the cells beneath it, and a click sends a ring of light out through the network.
- Payload
- 12.2 KB brotli for cells.js, ittybitty-shader.js, runtime.js and pointer.js, measured at build time.
- Resolution
- Device pixel ratio capped at 1.5; lines are measured in CSS pixels, so hairlines stay hairlines. Seeds are placed on the CPU each frame into a small float texture, so each pixel only reads nine.
- 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.