An edge-positioned light source that produces a normalized bloom, layered shafts, fine grain and pointer-following movement without visible gradient banding.
ReadyAn edge-positioned light source that produces a normalized bloom, layered shafts, fine grain and pointer-following movement without visible gradient banding.
- Hero backdrops
- Section transitions
- Ambient product moments
- Bloom intensity is normalized independently from its visible spread
- Layered shafts use seeded width, angle and opacity variation
- Source follows the active edge with frame-rate-independent smoothing
- Fine dither and grain break up large low-contrast color ramps
- Every control maps directly to this component's independent renderer contract
- Full-size and compact previews use the same implementation and behavior
Adaptive sampling, capped DPR and visibility-based suspension keep the renderer predictable. Test density on low-power mobile hardware before increasing it.
Pointer and touch coordinates are container-scoped; offscreen renderers stop work and pixel ratio is capped.
The visual canvas is decorative by default. Pair it with a semantic heading or description, and reduced motion holds a stable rendered frame.
BEHAVIOR
Built to move without taking over.
- Bloom intensity is normalized independently from its visible spread
- Layered shafts use seeded width, angle and opacity variation
- Source follows the active edge with frame-rate-independent smoothing
- Fine dither and grain break up large low-contrast color ramps
- Every control maps directly to this component's independent renderer contract
- Full-size and compact previews use the same implementation and behavior
SOURCE STATUS
Portable implementation included in the verified MIT open-source package.
