
Ship something
people remember.
A button that wakes up when you reach for it.
Spectrum
Light split by a prism and smeared through rough glass onto film.
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 spectrum.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="spectrum" style="width: 100%; height: 480px;"></ittybitty-shader>
<!-- Or with JavaScript, for full control: -->
<canvas id="spectrum" aria-hidden="true" style="width: 100%; height: 480px; display: block"></canvas>
<script type="module">
import { spectrum } from './spectrum.js';
const canvas = document.getElementById('spectrum');
const effect = spectrum(canvas, {
speed: 0.3,
angle: -50,
beams: 1,
width: 0.18,
dispersion: 1.6,
palette: 'film',
hue: 0,
glass: true,
mottle: 0.15,
texture: 1.5,
smear: 0.5,
crinkle: 0,
intensity: 1.4,
backdrop: '#1a3c44',
grain: 0.06,
interactive: true,
responsiveness: 0.5,
// Performance
dpr: 1,
adaptive: true,
});
// Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>
Details
Soft beams of light arc through the frame, each broken into its wavelengths so it fans out into a band of colour, violet on one side and red on the other. Rough glass folds the bands into patches and drags them out like a long exposure, mottling the colours where the dispersion changes. Palettes mimic how film or a sensor records a spectrum, finished with a violet glow and film grain.
- Payload
- 10.3 KB brotli for spectrum.js, ittybitty-shader.js, runtime.js and pointer.js, measured at build time.
- Resolution
- Device pixel ratio capped at 1; the light is soft and the grain is drawn per CSS pixel.
- 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.