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.
// The approved dark-mode rim blur sigma from the marketing hero.
export const DEFAULT_BLUR_SIGMA = 5;
export const MAX_BLUR_TAPS = 8;
const LEGACY_BLUR_SIGMA = 1.8;
export type BlurTap = Readonly<{ offset: number; weight: number }>;
export type BlurKernel = Readonly<{
centerWeight: number;
taps: readonly BlurTap[];
}>;
const LEGACY_DISCRETE_WEIGHTS = [
0.227027027, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162,
] as const;
export function gaussianBlurKernel(inputSigma: number): BlurKernel {
const sigma = Math.min(12, Math.max(1, inputSigma));
// The approved 9-tap kernel is a truncated Gaussian whose per-tap inferred
// sigma averages to 1.8px. Preserve its exact coefficients at that sigma.
const discreteWeights =
Math.abs(sigma - LEGACY_BLUR_SIGMA) < 0.000_001
? [...LEGACY_DISCRETE_WEIGHTS]
: gaussianWeights(sigma);
const centerWeight = discreteWeights[0] ?? 1;
const taps: BlurTap[] = [];
for (let index = 1; index < discreteWeights.length; index += 2) {
const firstWeight = discreteWeights[index] ?? 0;
const secondWeight = discreteWeights[index + 1] ?? 0;
const weight = firstWeight + secondWeight;
if (!weight) continue;
taps.push({
offset: (index * firstWeight + (index + 1) * secondWeight) / weight,
weight,
});
}
return { centerWeight, taps };
}
function gaussianWeights(sigma: number): number[] {
const radius = Math.min(MAX_BLUR_TAPS * 2, Math.ceil(sigma * 3));
const weights = Array.from({ length: radius + 1 }, (_, index) =>
Math.exp(-(index * index) / (2 * sigma * sigma)),
);
const total =
(weights[0] ?? 0) +
2 * weights.slice(1).reduce((sum, weight) => sum + weight, 0);
return weights.map((weight) => weight / total);
}