
Ship something
people remember.
A button that wakes up when you reach for it.
Nebula
A slow drift through a stellar nursery: glowing gas, dark dust and young stars with telescope spikes.
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 nebula.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="nebula" style="width: 100%; aspect-ratio: 16 / 10;"></ittybitty-shader>
<!-- Or with JavaScript, for full control: -->
<canvas id="nebula" aria-hidden="true" style="width: 100%; aspect-ratio: 16 / 10; display: block"></canvas>
<script type="module">
import { nebula } from './nebula.js';
const canvas = document.getElementById('nebula');
const effect = nebula(canvas, {
spikes: true,
palette: 'hubble',
colorA: '#ff3d6e',
colorB: '#3ad6ff',
form: 'pillars',
density: 0.45,
glow: 1,
dust: 0.4,
turbulence: 0.7,
stars: 0.6,
speed: 0.4,
camera: 'drift',
interactive: true,
responsiveness: 0.4,
// Performance
dpr: 1,
adaptive: true,
});
// Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>
Details
Clouds of glowing gas are marched through front to back, so they both shine and hide what lies behind them, while lanes of dust stand out dark and redden at their edges. Bright young stars sit inside the gas, light it from within and shine through it with the diffraction spikes of a space telescope, over a dense field of pin-sharp stars. Pillars, cliffs or open clouds, in Hubble, Webb or your own colours. The pointer steers the view.
- Payload
- 14.4 KB brotli for nebula.js, ittybitty-shader.js, runtime.js and pointer.js, measured at build time.
- Resolution
- Device pixel ratio capped at 1, so the stars stay crisp; the gas is marched at a quarter of that, half its rows each frame in turn, and smoothed as it is scaled up.
- 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.