Next.js Flare
Next.js logo shader — a rim-lit N glyph with volumetric scattering: a 48-step ray walk jittered by blue noise over a separable Gaussian blur chain, breathing autonomously until the pointer takes over.
import type { FlarePlacement } from './settings';
export type Point = readonly [number, number];
export function autonomousLight(timeSeconds: number): Point {
const phase = timeSeconds * 0.32;
// The radius breathes on an incommensurate frequency, so the path precesses
// instead of reading as a circle. Its minimum still clears a small central
// exclusion zone (~0.21-0.28 logo-local) where crossing the glyph's middle
// looks bad, while letting the light roam over the rest of the N.
const radius = 0.34 + 0.09 * Math.sin(phase * 0.83);
return [
0.5 + Math.cos(phase) * radius * 1.1,
0.5 - Math.sin(phase) * radius * 0.85,
];
}
// The autonomous orbit is expressed in logo-local units; map it into canvas
// UV space around the logo center.
export function mapAutonomousLight(
timeSeconds: number,
placement: FlarePlacement,
): Point {
const local = autonomousLight(timeSeconds);
return [
placement.logoCenter[0] + (local[0] - 0.5) / placement.canvasToLogo[0],
placement.logoCenter[1] + (local[1] - 0.5) / placement.canvasToLogo[1],
];
}
const PULSE_TRANSITION_SECONDS = 2;
// The "off" state keeps a dim ember instead of an absolute blackout.
const PULSE_FLOOR = 0.2;
function pulseHash(index: number): number {
const value = Math.sin(index * 127.1 + 311.7) * 43758.5453;
return value - Math.floor(value);
}
// Deterministic on/off breathing for the light: alternating holds of 3-6s
// joined by 2s eased transitions, dipping to PULSE_FLOOR instead of zero.
// Pure in time so live rendering and static thumbnails stay consistent.
export function lightPulse(timeSeconds: number): number {
let remaining = Math.max(timeSeconds, 0);
let index = 0;
let on = true;
for (;;) {
// The first hold is pinned to the 6s maximum so early static frames
// always sample the light fully on.
const hold = index === 0 ? 6 : 3 + pulseHash(index) * 3;
if (remaining < hold) return on ? 1 : PULSE_FLOOR;
remaining -= hold;
if (remaining < PULSE_TRANSITION_SECONDS) {
const progress = remaining / PULSE_TRANSITION_SECONDS;
const eased = progress * progress * (3 - 2 * progress);
const raw = on ? 1 - eased : eased;
return PULSE_FLOOR + (1 - PULSE_FLOOR) * raw;
}
remaining -= PULSE_TRANSITION_SECONDS;
on = !on;
index += 1;
}
}
export function followLight(
current: Point,
target: Point,
dt: number,
seconds: number,
): Point {
const alpha =
1 - Math.exp(-Math.min(Math.max(dt, 0), 0.05) / Math.max(seconds, 0.001));
return [
current[0] + (target[0] - current[0]) * alpha,
current[1] + (target[1] - current[1]) * alpha,
];
}