IrisBackgroundsSolar Fan
Solar Fan
Warm rays fan up from a point pinned outside the lower-left corner — cream at the edges, ember at the core, every edge its own soft bend.
Solar Fan
Built as a fan, not a sunburst: a radiating angle field from an off-canvas origin, the same idea a vector-drawn hero sunburst uses, except no two ray edges share the same curve — each carries its own low-frequency fbm warp, so the fan reads as something photographed through glass rather than drawn with a protractor. Cream at the far corners, coral through the mid-radius, an ember core where the rays converge.
The pointer doesn't pan the fan, it bends it: rays near the cursor get pushed off their resting angle by a field keyed to screen-space distance from the pointer, not distance from the origin, so the warp travels with the cursor instead of rotating the whole piece. The origin itself also leans a few percent toward the cursor, eased, and a small warm halo rides the cursor directly. A light-ground field, same inverse guard contract as `amber-glow`: it washes toward cream for dark copy laid over it.
Install
No installation needed — self-contained, paste-in code.
Usage
Drop it straight into a page.
import { SolarFanField } from "./SolarFanField";
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">
<SolarFanField />
</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 field of warm rays fanning up from a point pinned just outside the
* lower-left corner — cream at the corners, coral at mid-radius, an ember
* core where the rays converge. Unlike a vector sunburst (straight edges,
* a hard duty cycle), every ray edge carries its own low-frequency fbm
* warp, so no two rays share exactly the same bend and the whole fan reads
* as something photographed through glass rather than drawn with a
* protractor.
*
* The pointer doesn't just pan the fan — it bends it. Rays near the cursor
* get pushed off their resting angle by a localized field (screen-space
* distance to the pointer, not distance from the origin), so the fan warps
* around wherever you are rather than sliding as a rigid unit. The origin
* itself also leans a few percent toward the cursor, eased, and a small
* warm halo rides the cursor directly. Everything relaxes back to a slow
* idle sway the moment the pointer leaves.
*
* Light-ground field, same inverse contract as `opal-wash`/`amber-glow`:
* the reading guard washes *toward* cream for dark copy laid over it,
* rather than clamping brightness down.
*
* Drop it into any `position: relative`/`isolate` parent — it fills the
* box. Built on `lib/shader-surface.ts`: no WebGL, a blocked or lost
* context, a hidden tab, or `prefers-reduced-motion` all leave the CSS
* `.iris-solarfanfield__floor` underneath visible, a still frame in the
* same three stops.
*/
/* Palette, sRGB 0–1. Uniforms, not tokens — this cream-to-ember mood lives
nowhere in the site's own accent ramp, same reasoning as `amber-glow`. */
const PALETTE: Record<string, [number, number, number]> = {
u_cream: [0.992, 0.973, 0.937], // pale ivory ground, upper-right corner
u_peach: [0.972, 0.78, 0.624], // wash between the rays at mid-radius
u_coral: [0.91, 0.494, 0.31], // the ray bands themselves
u_ember: [0.62, 0.204, 0.11], // the hot core where they converge
};
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_cream;
uniform vec3 u_peach;
uniform vec3 u_coral;
uniform vec3 u_ember;
uniform vec4 u_readA;
uniform float u_guard;
const float PI = 3.14159265;
const float RAYS = 17.0;
void main() {
vec2 res = u_res / u_scale;
vec2 uv = gl_FragCoord.xy / u_scale / res; /* 0..1, y up */
float aspect = res.x / max(res.y, 1.0);
vec2 P = (uv - 0.5) * vec2(aspect, 1.0);
/* idle sway — a slow angular wobble, not a positional drift, so a still
fan still reads as pinned to its corner rather than floating. */
float t = u_time * 0.05;
float idle = sin(t * 0.7) * 0.03;
/* micro-interaction 1: the convergence point leans toward the cursor,
eased (u_pointer.xy already carries the ease from shader-surface.ts). */
vec2 ptr = (u_pointer.xy - 0.5) * vec2(aspect, 1.0);
vec2 pull = ptr * 0.05 * u_pointer.z;
vec2 origin = vec2(-aspect * 0.34, -0.86) + pull;
vec2 v = P - origin;
float dist = length(v);
float angle = atan(v.y, v.x) + idle;
/* every ray edge gets its own bend instead of a shared straight line */
angle += fbm(P * 1.5 + t * 0.15) * 0.055;
/* micro-interaction 2: rays within reach of the cursor bend around it —
a localized push keyed to screen-space distance from the pointer, not
distance from the origin, so the warp travels with the cursor rather
than rotating the whole fan. */
float distToPtr = length(P - ptr);
float bend = exp(-distToPtr * distToPtr * 6.5) * u_pointer.z;
angle += bend * 0.4;
/* radial falloff: hot near the corner, true cream by mid-frame — cut
with an explicit smoothstep on top of the exponential tail so the far
corner is genuinely flat, not just decayed. */
float edgeCut = smoothstep(2.6, 0.0, dist);
float radial = exp(-dist * 0.62) * edgeCut;
float core = exp(-dist * 1.5) * edgeCut;
float band = sin(angle * RAYS);
float ray = smoothstep(-0.2, 0.2, band);
vec3 col = u_cream;
col = mix(col, u_peach, clamp(radial, 0.0, 1.0) * 0.72);
col = mix(col, u_coral, clamp(ray * radial, 0.0, 1.0));
col = mix(col, u_ember, clamp(ray * core, 0.0, 1.0) * 0.85);
/* the cursor's own small warm halo, fading in with presence alone */
float dCursor = dot(P - ptr, P - ptr);
float halo = exp(-dCursor * 10.0) * u_pointer.z;
col = mix(col, vec3(1.0, 0.97, 0.92), halo * 0.35);
col += u_coral * halo * 0.2;
col = clamp(col, 0.0, 1.0);
/* ---- the reading guard ---- */
/* Pale ground, dark copy — washes *toward* cream, the inverse of the
catalogue's dark fields. */
vec2 rd = abs(uv - u_readA.xy) / max(u_readA.zw, vec2(0.02));
float md = mix(max(rd.x, rd.y), length(rd), 0.4);
float guardBand = 1.0 - smoothstep(0.72, 2.1, md);
col = mix(col, mix(col, u_cream, 0.7), guardBand * u_guard);
col += (bayer8(gl_FragCoord.xy) - 0.5) * (2.2 / 255.0);
gl_FragColor = vec4(col, 1.0);
}
`;
export interface SolarFanFieldProps {
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 SolarFanField({ className, guardSelector = null }: SolarFanFieldProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const guardOn = guardSelector != null;
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 AmberGlowField/OpalField: 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="iris-solarfanfield__floor absolute inset-0 [background:radial-gradient(_130%_130%_at_8%_112%,transparent_0%,oklch(0.975_0.018_85)_60%_),repeating-conic-gradient(_from_205deg_at_8%_112%,oklch(0.87_0.1_48)_0deg_10.5deg,oklch(0.82_0.15_38)_10.5deg_21deg_),oklch(0.975_0.018_85)]" />
<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
Need one that isn't in the catalogue?
Describe what you're after and I'll reply by email — no promise on turnaround yet, this is a new channel, not a service with a set price or queue.
Fardin Omor Afnan
Reads and answers every request himself