IrisBackgroundsTile Lattice
Tile Lattice
A lattice of rounded tiles on one diagonal gradient, with a glint wherever four tiles meet.
Tile Lattice
Rounded tiles carrying one diagonal gradient — indigo, through a dark valley in the middle, to green at the top-right and amber at the bottom-right — with a four-pointed glint at every corner where four tiles meet.
The pointer is real: tiles swell and brighten under the cursor and the nearest glints flare. The palette is a fixed blue/green/amber rather than the Iris accent hue — a deliberate departure.
Install
No installation needed — self-contained, paste-in code.
Usage
Drop it straight into a page.
import { TileField } from "./TileField";
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">
{/* Defaults to guarding ".iris-hero__inner" (this site's own hero
layout) — pass your own selector, or null, outside it. */}
<TileField guardSelector={null} />
</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 lattice of rounded tiles carrying one diagonal gradient
* (indigo → a dark valley through the middle → green at the top-right →
* amber at the bottom-right), with a four-pointed glint wherever four tiles
* meet. The pointer is real: tiles swell and brighten under the cursor, and
* the nearest glints flare.
*
* Drop it into any `position: relative`/`isolate` parent — it fills the box.
* The Iris hero is its first caller; it is written to be reusable.
*
* 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-shaderfield__floor`
* underneath visible (a still composed frame, not a blank box). The one
* frame a reduced-motion visitor gets is drawn by the surface at a fixed
* time with the pointer withdrawn.
*
* 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 (holdUnder — hue and saturation untouched), so
* text laid over the field holds WCAG AA with no overlay layer.
* `docs/design/iris-dna.md` calls for exactly this. Pass `null` for
* purely decorative use where nothing sits on top.
*
* The palette is a fixed blue/green/amber, not `--iris-accent` (iris) —
* a deliberate, owner-requested departure. See `docs/design/iris-dna.md`
* if that needs reconciling into the DNA.
*/
/* Palette, sRGB 0–1. Passed as uniforms rather than read from tokens
because these hues live nowhere in the token set — the CSS floor is the
degradation fallback instead. */
const PALETTE: Record<string, [number, number, number]> = {
u_navy: [0.031, 0.075, 0.157],
u_blue: [0.204, 0.447, 0.882],
u_green: [0.557, 0.788, 0.302],
u_orange: [0.945, 0.522, 0.157],
u_glint: [1.0, 0.957, 0.878],
};
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_navy; /* the dark valley through the centre */
uniform vec3 u_blue; /* top-left / bottom-left */
uniform vec3 u_green; /* top-right */
uniform vec3 u_orange; /* bottom-right */
uniform vec3 u_glint; /* the warm-white node sparkle */
/* 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;
/* Tiles per unit of centred, aspect-corrected space. One line to retune the
density of the lattice. */
const float GRID = 6.0;
/* 45deg — the lattice is rotated so tiles read as rounded diamonds and the
seams (and the glint stars) run on the diagonals. */
const float RC = 0.70710678;
/* Signed distance to a rounded box, zero on the edge, negative inside. */
float sdRoundBox(vec2 p, vec2 b, float r) {
vec2 d = abs(p) - b + r;
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r;
}
float luma(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }
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;
vec2 P = (uv - 0.5) * vec2(aspect, 1.0); /* centred, square units */
mat2 R = mat2(RC, -RC, RC, RC);
mat2 Ri = mat2(RC, RC, -RC, RC);
/* ---- the colour field ------------------------------------------------
Two diagonal axes carry the gradient; a drifting Gaussian well digs the
dark valley near the centre. */
float da = uv.x - uv.y; /* -1 top-left .. 1 bottom-right */
float db = uv.x + uv.y; /* 0 bottom-left .. 2 top-right */
vec3 field = u_blue;
field = mix(field, u_green,
smoothstep(0.85, 1.9, db) * (1.0 - 0.4 * smoothstep(0.15, 1.0, da)));
field = mix(field, u_orange, smoothstep(0.0, 1.05, da));
vec2 vc = vec2(0.44 + 0.02 * sin(u_time * 0.18),
0.55 + 0.02 * cos(u_time * 0.15));
vec2 dcv = (uv - vc) * vec2(1.28, 1.0);
float valley = exp(-dot(dcv, dcv) * 8.5); /* tight, concentrated well */
field = mix(field, u_navy, valley * 0.97);
field *= 0.72 + 0.42 * smoothstep(-0.8, 1.15, da) + 0.16 * smoothstep(0.5, 2.0, db);
/* the extreme corners glow toward white, as in the reference */
field += u_green * 0.16 * smoothstep(1.72, 2.0, db);
field += u_orange * 0.14 * smoothstep(0.55, 1.1, da);
float fLuma = luma(field);
/* ---- the tile lattice ---------------------------------------------- */
vec2 g = R * P * GRID;
vec2 cid = floor(g);
vec2 fp = fract(g) - 0.5;
vec2 ptrP = (u_pointer.xy - 0.5) * vec2(aspect, 1.0);
vec2 tileC = Ri * ((cid + 0.5) / GRID);
float hover = u_pointer.z * exp(-dot(tileC - ptrP, tileC - ptrP) * 26.0);
float fill = 0.94 + 0.04 * hover; /* tiles swell under the cursor */
float d = sdRoundBox(fp, vec2(0.5 * fill), 0.22 * fill);
float aa = 1.3 * GRID / res.y; /* ~1.3 device px, in cell units */
float tile = 1.0 - smoothstep(-aa, aa, d);
/* a shallow cushion: a broad top-lit gradient across each rounded square,
a gentle wide dome, and one soft sheen. screen +y maps to
(fp.y - fp.x) in the rotated cell. */
float up = (fp.y - fp.x) * 0.70710678; /* -0.5 .. 0.5 */
float dome = smoothstep(0.5, 0.02, dot(fp, fp) * 1.7);
float lit = 0.60 + 0.32 * (up + 0.5) + 0.14 * dome;
/* a small glossy highlight near the top of each tile */
float spec = smoothstep(0.22, 0.0, length(fp - vec2(-0.12, 0.12)));
/* a faint bright bead just inside the whole edge */
float bevel = smoothstep(0.09, 0.0, abs(d + 0.028));
vec3 tileCol = field * (0.72 + 0.50 * lit);
tileCol += u_glint * spec * (0.06 + 0.16 * fLuma);
tileCol += u_glint * bevel * (0.04 + 0.08 * fLuma);
tileCol *= 1.0 + vnoise(P * 150.0) * 0.04; /* faint surface grain */
tileCol += tileCol * hover * 0.85;
vec3 subst = u_navy * mix(0.34, 0.10, valley); /* near-black seams */
vec3 col = mix(subst, tileCol, tile);
/* ---- glints where four tiles meet -------------------------------- */
vec2 cOff = fract(g + 0.5) - 0.5; /* offset to nearest node */
vec2 cId = floor(g + 0.5);
float cr = length(cOff);
float core = exp(-cr * cr * 95.0);
float halo = exp(-cr * cr * 15.0);
float star = pow(max(0.0, 1.0 - abs(cOff.x) * 2.3), 8.0)
+ pow(max(0.0, 1.0 - abs(cOff.y) * 2.3), 8.0);
float twinkle = 0.45 + 0.55 * sin(u_time * 1.7 + dotHash(cId) * 42.0);
float gate = (0.20 + 1.0 * fLuma) * (1.0 - 0.75 * valley);
float nearPtr = u_pointer.z * exp(-dot(P - ptrP, P - ptrP) * 24.0);
float glint = (core * 1.5 + halo * 0.34 + star * 0.5) * gate * twinkle;
glint += (core * 2.2 + halo * 0.8 + star * 1.0) * gate * nearPtr * 2.6;
col += u_glint * glint * (0.5 + 1.0 * fLuma);
/* a soft travelling light on the tiles directly under the pointer */
col += u_glint * 0.10 * nearPtr;
col = mix(col, tileCol * 1.35, tile * nearPtr * 0.45);
col = max(col, 0.0);
/* ---- the reading guard --------------------------------------------
Where the copy sits (a soft box around the measured copy block, plus
the header strip at the top), pull the field's luminance under a
ceiling so the text holds WCAG AA. holdUnder() clamps brightness in
linear light and leaves hue and saturation alone — the field dims
itself, there is no overlay layer. */
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);
band = max(band, smoothstep(0.78, 1.0, uv.y) * 0.9);
col = mix(col, holdUnder(col, 0.09), band * u_guard);
col += (bayer8(gl_FragCoord.xy) - 0.5) * (2.0 / 255.0);
gl_FragColor = vec4(col, 1.0);
}
`;
export interface TileFieldProps {
className?: string;
/**
* CSS selector, resolved within the nearest `.iris-hero` (falling back
* to the document), for the block the reading guard should keep readable.
* `null` turns the guard off — for decorative use where no text sits on
* the field.
*/
guardSelector?: string | null;
}
export function TileField({
className,
guardSelector = ".iris-hero__inner",
}: TileFieldProps) {
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
? (canvas.closest(".iris-hero") ?? 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"),
onIdle: () => canvas.removeAttribute("data-shader"),
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(_130%_105%_at_15%_85%,oklch(0.55_0.19_264)_0%,transparent_55%_),radial-gradient(_120%_100%_at_87%_11%,oklch(0.78_0.17_138)_0%,transparent_52%_),radial-gradient(_120%_115%_at_92%_91%,oklch(0.72_0.17_55)_0%,transparent_55%_),radial-gradient(_72%_62%_at_44%_46%,oklch(0.22_0.06_264)_0%,transparent_72%_),oklch(0.16_0.04_264)] after:content-[''] after:absolute after:inset-0 after:[background:repeating-linear-gradient(_45deg,transparent_0_26px,oklch(0.13_0.03_264_/_0.55)_26px_31px_),repeating-linear-gradient(_-45deg,transparent_0_26px,oklch(0.13_0.03_264_/_0.55)_26px_31px_)]" />
<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