
Ship something
people remember.
A button that wakes up when you reach for it.
Dusk
Turns a photo into a blue-hour memory: out of focus, glowing, hazy and grainy.
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 dusk.js, ittybitty-shader.js, runtime.js, pointer.js and texture.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="dusk" style="width: 100%; aspect-ratio: 16 / 10;"></ittybitty-shader>
<!-- Or with JavaScript, for full control: -->
<canvas id="dusk" aria-hidden="true" style="width: 100%; aspect-ratio: 16 / 10; display: block"></canvas>
<script type="module">
import { dusk } from './dusk.js';
const canvas = document.getElementById('dusk');
const effect = dusk(canvas, {
showSky: true,
showGrain: true,
image: '/examples/night-city.webp',
blur: 0.5,
depth: 0.8,
glow: 0.8,
grade: 0.7,
haze: 0.3,
fade: 0.6,
speed: 0.4,
cool: '#2f4f8f',
shadow: '#170e0b',
light: '#ff7a2c',
twilight: 0.8,
sky: [[0, '#14305e'], [0.5, '#3e64a6'], [0.78, '#a17aa8'], [1, '#ff8b45']],
horizon: 0.42,
grain: 0.5,
grainSize: 1.5,
interactive: true,
// Performance
dpr: 1,
adaptive: true,
});
// Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>
Details
The frame is thrown out of focus so every light swells into a soft disc, and a twilight sky fills the dark above the horizon, deep blue at the top and glowing warm where it meets the land. Midtones cool into dusk while lights burn amber with a pale core and a halo, a milky haze lifts the shadows, the edges fall into warm black and heavy colour grain covers the lot. Dark shapes read as near and keep most of their focus, so silhouettes stand against the glow. The pointer pulls the focus where it rests.
- Payload
- 9.1 KB brotli for dusk.js, ittybitty-shader.js, runtime.js, pointer.js and texture.js, measured at build time.
- Resolution
- Pixel ratio 1: it is all blur and grain.
- 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 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.
- Source
- dusk.js on GitHub, in a public repo that logs every change.