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.

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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,
  ];
}