IrisBackgroundsRainline
Rainline
Night Road just after rain — the same trail bundle throws a rippled, dimmer copy of itself back up off a wet sheen, under a fine sheet of streaking rain and two out-of-focus sodium lamps.
Rainline
A variation on `night-road`: the same perspective bundle of gold-to-amber light trails races toward a vanishing point, but the road itself is wet — below a waterline near the bottom edge, the scene is rendered a second time into a gently rippled mirror and blended back in at falling opacity, so the reflection narrows toward the same vanishing point rather than reading as a pasted-on flip. A fine sheet of rain streaks the whole frame, denser toward the camera, and two blurred sodium-lamp bokeh discs sit out of focus in the upper corners — the one light source that isn't a moving trail.
The pointer keeps `night-road`'s contract exactly: x steers the vanishing point, y throttles the flicker and dash travel the nearer it sits to the bottom edge, and the cursor drops the same warm headlight bloom.
Install
No installation needed — self-contained, paste-in code.
Usage
Drop it straight into a page.
import { RainlineField } from "./RainlineField";
export default function Example() {
return (
// Fills its nearest positioned ancestor (it renders itself `absolute
// inset-0`) — give it a sized, relatively positioned box.
<div className="relative isolate h-[32rem] w-full overflow-hidden rounded-2xl">
<RainlineField />
</div>
);
}Component
The real source, exactly as it ships — multiple files, kept together.
"use client";
import { useEffect, useRef } from "react";
import { mountShaderSurface } from "@/lib/shader-surface";
/**
* A live WebGL variation on `RoadField`'s night-road family: the same genuine
* perspective projection racing a bundle of light trails toward a vanishing
* point, but shot just after rain — the road itself throws a second, dimmer
* copy of the trails back up at the camera off a wet sheen, and a fine sheet
* of rain streaks the whole frame. Two blurred sodium-lamp bokeh discs sit
* out of focus in the upper corners, the only light source that isn't a
* moving trail.
*
* The reflection is the real scene function called a second time against a
* mirrored, gently rippled `uv` below a waterline near the bottom edge, then
* blended in at falling opacity with distance from that line — the same
* `invZ`-driven projection as the real trails above it, so the reflected
* bundle narrows toward the same vanishing point rather than reading as a
* pasted-on flip.
*
* Pointer contract carried over from `RoadField` unchanged — steering and
* throttle, not a new gesture:
* - steering — the pointer's x pans the vanishing point.
* - throttle — the pointer's y speeds the trail flicker and dash travel the
* nearer it sits to the bottom edge.
* The same warm headlight bloom rides the cursor.
*
* One of the reusable background fields, a sibling of `RoadField` and
* `ContraflowField` in the same trail family. Drop it into any
* `position: relative`/`isolate` parent — it fills the box. Built on
* `lib/shader-surface.ts`, so every degradation path is already handled: no
* WebGL, a blocked or lost context, a hidden tab, or `prefers-reduced-motion`
* all leave the CSS `.iris-rainlinefield__floor` underneath visible (a still
* composed frame in the same palette, never a blank box).
*
* Fixed palette, not the token ramp — same reasoning as `RoadField`: the
* near-white flare core and the sodium-lamp bokeh live nowhere in the accent
* ramp, so the CSS floor carries the colour rather than a live token read.
*
* Reading guard: when `guardSelector` resolves to an element, the field
* measures that block every frame and clamps its own luminance under a
* ceiling inside that region (hue and saturation untouched), so copy laid
* over the field holds WCAG AA with no overlay layer. `null` (the default)
* turns the guard off — for decorative use where nothing sits on top.
*/
/* Palette, sRGB 0–1. Uniforms, not tokens — see the note above. */
const PALETTE: Record<string, [number, number, number]> = {
u_black: [0.012, 0.013, 0.017], // the wet-asphalt near-black, cooler than RoadField's
u_wet: [0.11, 0.14, 0.17], // the cool blue-grey sheen the wet road catches
u_gold: [0.95, 0.72, 0.3], // the main trail colour, gold rather than RoadField's red
u_amber: [0.99, 0.5, 0.16], // the hotter outer trail
u_flare: [1.0, 0.95, 0.85], // the near-white core and the rain-streak tint
u_lamp: [0.92, 0.55, 0.2], // the blurred out-of-focus sodium streetlamp bokeh
u_line: [0.85, 0.82, 0.74], // the dashed lane divider
};
const FRAG = `
uniform vec2 u_res;
uniform float u_time;
uniform float u_scale;
uniform vec3 u_pointer; /* x, y (0 bottom .. 1 top), presence 0..1 */
uniform vec3 u_black;
uniform vec3 u_wet;
uniform vec3 u_gold;
uniform vec3 u_amber;
uniform vec3 u_flare;
uniform vec3 u_lamp;
uniform vec3 u_line;
/* Reading region for the contrast guard: xy = centre (uv, y up),
zw = half-extent. Measured from the live copy block every frame.
u_guard is 0 when the guard is off. */
uniform vec4 u_readA;
uniform float u_guard;
const float HORIZON = 0.66; /* uv.y of the vanishing point */
const float VP_X = -0.04; /* the point's x offset from centre, P-space */
const float ROAD_W = 0.58; /* road half-width at the camera, P-space */
const float MIN_BW = 0.004; /* width floor so the bundle never divides by zero */
const float WATER = 0.30; /* uv.y of the waterline the reflection mirrors across */
float trail(float dx, float sigma, float wz, float seed, float spd, out float core) {
float s2 = sigma * sigma + 1e-7;
float body = exp(-dx * dx / s2);
core = exp(-dx * dx / (s2 * 0.09));
float flicker = 0.78 + 0.22 * sin(wz * 0.6 - u_time * spd + seed * 6.0);
return body * flicker;
}
/* The scene, sans reflection, sans rain and sans the guard/dither — called
twice from main(): once for the real frame, once mirrored below the
waterline for the wet-road reflection, so the reflected bundle narrows
toward the same vanishing point as the real one rather than reading as a
pasted-on flip. */
vec3 scene(vec2 uv, float vpX, float speed) {
float aspect = u_res.x / u_res.y;
vec2 P = (uv - 0.5) * vec2(aspect, 1.0);
float d = uv.y / HORIZON;
float invZ = pow(clamp(1.0 - d, 0.0, 1.0), 1.3);
float aboveHorizon = 1.0 - smoothstep(0.88, 1.02, d);
float wz = (1.0 - invZ) / max(invZ, 0.02);
float roadCenterX = vpX * (1.0 - invZ);
float bw = max(ROAD_W * invZ, MIN_BW);
float lane1 = roadCenterX - bw * 0.5;
float lane2 = roadCenterX;
float lane3 = roadCenterX + bw * 0.5;
float c1, c2, c3;
float e1 = trail(P.x - lane1, bw * 0.11, wz, 1.1, 0.85 * speed, c1);
float e2 = trail(P.x - lane2, bw * 0.10, wz, 3.3, 1.0 * speed, c2);
float e3 = trail(P.x - lane3, bw * 0.115, wz, 5.7, 0.9 * speed, c3);
vec3 col = u_black;
float haze = smoothstep(0.6, 0.0, d) * exp(-abs(P.x - roadCenterX) * 1.1);
col += u_wet * haze * 0.14;
col += u_gold * e1 * 1.5 * aboveHorizon;
col += mix(u_gold, u_amber, 0.5) * e2 * 1.6 * aboveHorizon;
col += u_amber * e3 * 1.5 * aboveHorizon;
float hotCore = (c1 + c2 + c3) * aboveHorizon;
col += u_flare * hotCore * 0.65;
/* one dashed divider riding between the inner two lanes */
float dashSigma = bw * 0.03 + 0.0011;
float dxD = P.x - (roadCenterX - bw * 0.25);
float lineBody = exp(-dxD * dxD / (dashSigma * dashSigma + 1e-7));
float dp = fract(wz * 0.6 - u_time * 0.85 * speed);
float dashOn = clamp(smoothstep(0.0, 0.05, dp) - smoothstep(0.55, 0.6, dp), 0.0, 1.0);
col += u_line * lineBody * dashOn * aboveHorizon * 1.1;
return max(col, 0.0);
}
void main() {
vec2 res = u_res / u_scale;
vec2 uv = gl_FragCoord.xy / u_scale / res; /* 0..1, y up */
float aspect = res.x / res.y;
float steer = (u_pointer.x - 0.5) * u_pointer.z * 0.5;
float speed = 1.0 + u_pointer.z * (1.0 - u_pointer.y) * 2.2;
float vpX = VP_X + steer;
vec3 col = scene(uv, vpX, speed);
/* the wet sheen — a rippled, dimmed mirror of the same scene below a
waterline near the bottom edge, the look of the trails throwing a second
copy of themselves back up off rain-slicked asphalt */
if (uv.y < WATER) {
float ripple = sin(uv.x * 46.0 + u_time * 1.6) * 0.0035
+ sin(uv.x * 17.0 - u_time * 0.8) * 0.005;
vec2 ruv = vec2(uv.x + ripple, WATER + (WATER - uv.y) * 0.85);
vec3 refl = scene(ruv, vpX, speed);
/* fades in from 0 exactly at the waterline (so crossing it is seamless,
not a hard step) before the usual exponential falls it off again with
depth below the line */
float fadeIn = smoothstep(WATER, WATER - 0.035, uv.y);
float atten = exp(-(WATER - uv.y) * 3.4) * fadeIn;
col = mix(col, col + refl * 0.6, atten);
col += u_wet * 0.02 * atten;
}
/* a fine sheet of rain streaking down the whole frame — thin near-vertical
lines, brighter and denser toward the camera */
float streak = fract((uv.x + uv.y * 0.06) * 220.0 - u_time * 2.2);
float rainLine = smoothstep(0.0, 0.02, streak) - smoothstep(0.05, 0.09, streak);
float rainAmt = mix(0.03, 0.11, 1.0 - clamp(uv.y, 0.0, 1.0));
col += u_flare * rainLine * rainAmt;
/* two soft sodium bokeh discs, out-of-focus streetlamps up in the corners —
the one light source in frame that isn't a moving trail */
vec2 P = (uv - 0.5) * vec2(aspect, 1.0);
vec2 lamp1 = vec2(-aspect * 0.42, 0.34);
vec2 lamp2 = vec2(aspect * 0.46, 0.30);
col += u_lamp * exp(-dot(P - lamp1, P - lamp1) * 9.0) * 0.5;
col += u_lamp * exp(-dot(P - lamp2, P - lamp2) * 10.0) * 0.45;
/* the touch: a warm headlight bloom with a near-white core, the same
"your touch joined the light" move RoadField makes */
vec2 ptr = (u_pointer.xy - 0.5) * vec2(aspect, 1.0);
vec2 toPtr = P - ptr;
float dPtr = dot(toPtr, toPtr);
col += u_amber * u_pointer.z * exp(-dPtr * 9.0) * 0.5;
col += u_flare * u_pointer.z * exp(-dPtr * 40.0) * 0.4;
col = max(col, 0.0);
/* ---- the reading guard (see TileField for the full rationale) ---- */
vec2 rd = abs(uv - u_readA.xy) / max(u_readA.zw, vec2(0.02));
float m = mix(max(rd.x, rd.y), length(rd), 0.4);
float band = 1.0 - smoothstep(0.72, 2.1, m);
col = mix(col, holdUnder(col, 0.09), band * u_guard);
col += (bayer8(gl_FragCoord.xy) - 0.5) * (2.2 / 255.0);
gl_FragColor = vec4(col, 1.0);
}
`;
export interface RainlineFieldProps {
className?: string;
/**
* CSS selector for the block the reading guard should keep readable,
* resolved against `document`. `null` (the default) turns the guard off.
*/
guardSelector?: string | null;
}
export function RainlineField({ className, guardSelector = null }: RainlineFieldProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const guardOn = guardSelector != null;
/* The block the reading guard protects. Looked up once, lazily. */
let guardEl: Element | null | undefined;
const readGuardEl = () => {
if (guardEl === undefined) {
guardEl = guardOn
? document.querySelector(guardSelector as string)
: null;
}
return guardEl;
};
return mountShaderSurface(canvas, {
fragment: FRAG,
uniforms: [...Object.keys(PALETTE), "u_readA", "u_guard"],
onInit: (gl, u) => {
for (const name of Object.keys(PALETTE)) {
if (u[name]) gl.uniform3fv(u[name], PALETTE[name]);
}
if (u.u_readA) gl.uniform4f(u.u_readA, 0.5, 0.5, 0.44, 0.32);
if (u.u_guard) gl.uniform1f(u.u_guard, guardOn ? 1 : 0);
},
onFrame: (gl, u, s) => {
if (!guardOn || !u.u_readA) return;
let cx = 0.5, cy = 0.5, hw = 0.44, hh = 0.32;
const el = readGuardEl();
const { rect } = s;
if (el && rect.width > 0 && rect.height > 0) {
const r = el.getBoundingClientRect();
const padX = rect.width * 0.09;
const padY = rect.height * 0.11;
cx = (r.left + r.width / 2 - rect.left) / rect.width;
cy = 1 - (r.top + r.height / 2 - rect.top) / rect.height;
hw = (r.width / 2 + padX) / rect.width;
hh = (r.height / 2 + padY) / rect.height;
}
gl.uniform4f(u.u_readA, cx, cy, hw, hh);
},
onPainted: () => canvas.setAttribute("data-shader", "on"),
/* No onIdle — same contract as RoadField / ContraflowField: once
painted, the last frame stays on screen while the surface is parked
off-view, so scrolling away and back does not crossfade to the
static floor. A lost context still clears it below. */
onLost: () => canvas.removeAttribute("data-shader"),
maxPixels: 2_200_000,
dprCap: 1.5,
});
}, [guardSelector]);
return (
<div
className={`absolute inset-0 overflow-hidden${className ? ` ${className}` : ""}`}
aria-hidden="true"
>
<div className="absolute inset-0 [background:radial-gradient(_34%_30%_at_22%_20%,oklch(0.7_0.1_60_/_0.5)_0%,transparent_62%_),radial-gradient(_30%_26%_at_80%_24%,oklch(0.68_0.11_55_/_0.45)_0%,transparent_60%_),radial-gradient(_36%_50%_at_50%_64%,oklch(0.92_0.08_85)_0%,transparent_10%_),radial-gradient(_46%_66%_at_50%_64%,oklch(0.78_0.16_65)_0%,transparent_30%_),radial-gradient(_70%_90%_at_50%_64%,oklch(0.5_0.16_45)_0%,transparent_55%_),radial-gradient(_55%_30%_at_50%_92%,oklch(0.3_0.1_55_/_0.4)_0%,transparent_70%_),radial-gradient(_100%_100%_at_50%_64%,oklch(0.15_0.03_220)_0%,transparent_78%_),oklch(0.028_0.012_220)] after:content-[''] after:absolute after:inset-0 after:[background:repeating-linear-gradient(_12deg,transparent_0_3%,oklch(0.95_0.02_230_/_0.1)_3%_3.6%_)] after:[-webkit-mask-image:linear-gradient(_0deg,transparent_0_4%,#000_20%_90%,transparent_100%_)] after:[mask-image:linear-gradient(_0deg,transparent_0_4%,#000_20%_90%,transparent_100%_)]" />
<canvas ref={canvasRef} className="absolute inset-0 w-full h-full opacity-0 transition-opacity duration-[--duration-slow] ease-[--ease-standard] data-[shader=on]:opacity-100" />
</div>
);
}Custom work
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