Retro Forge
A synthwave horizon: a perspective plane of glowing magenta grid lines scrolling toward the viewer, melting into a layered violet horizon bloom, with an optional slit-scanned cyan sun and faint star field. Original OGL fragment shader, offscreen-paused and reduced-motion-safe.
oglfree
"use client";
import { motion } from "motion/react";
import * as React from "react";
import { cn } from "@/lib/utils";
import { useReducedMotion } from "@/registry/default/hooks/use-reduced-motion/use-reduced-motion";
import { OglCanvas } from "@/registry/default/lib/ogl-canvas/ogl-canvas";
export interface RetroForgeProps extends React.ComponentPropsWithoutRef<"div"> {
/**
* Three tones: `[line, glow, sun]`. `line` is the grid-line color
* (magenta), `glow` is the horizon glow (violet), `sun` is the horizon
* semicircle (cyan). Any hex string.
*/
colors?: [string, string, string];
/** Grid-scroll speed multiplier. 1 = default, 2 = twice as fast. Default 1. */
speed?: number;
/**
* Heat 0–1: scales the brightness of the horizon glow, the rolling glow
* wave on the grid, and the sun together. Default 1.
*/
heat?: number;
/** Grid cell size in px (larger = coarser grid). Default 60. */
cellSize?: number;
/** Render the horizon "sun" semicircle with scanline slits. Default true. */
sun?: boolean;
/** Render the neon outrun sports car cruising on the grid. Default true. */
car?: boolean;
/** Freeze the animation at its current frame. */
paused?: boolean;
}
const DEFAULT_COLORS: [string, string, string] = [
"#ec4899", // magenta — grid lines
"#8b5cf6", // violet — horizon glow
"#22d3ee", // cyan — sun
];
/** Hex → [r,g,b] in 0–1. Accepts #rgb / #rrggbb. */
function hexToRgb(hex: string): [number, number, number] {
let h = hex.replace("#", "").trim();
if (h.length === 3) {
h = h[0] + h[0] + h[1] + h[1] + h[2] + h[2];
}
const int = parseInt(h, 16);
if (Number.isNaN(int) || h.length !== 6) return [0.93, 0.28, 0.6];
return [((int >> 16) & 255) / 255, ((int >> 8) & 255) / 255, (int & 255) / 255];
}
/**
* Original synthwave-horizon fragment shader. The lower half is a receding
* ground plane reconstructed per-pixel (uv projected through the horizon into
* world x/z), with glowing grid lines drawn as exponential falloff around the
* nearest cell edge — bright core plus a wide halo, perspective-correct width
* (thicker near, thinner far), and an anti-moire fade where cells shrink
* below a few pixels. A glow wave rolls down the plane toward the viewer with
* an eased surge. The horizon is layered bloom (tight hot line + wide
* breathing violet wash), topped by an optional slit-scanned sun disc and a
* restrained star field. Film-grain dithering and a soft tone curve keep the
* bloom clean. GLSL ES 1.00 (WebGL1/2 compatible).
*/
const FRAGMENT = /* glsl */ `
precision highp float;
varying vec2 vUv;
uniform float uTime;
uniform vec2 uResolution;
uniform vec2 uPointer;
uniform vec3 uLine; // grid lines
uniform vec3 uGlow; // horizon glow
uniform vec3 uSun; // sun disc
uniform float uSpeed;
uniform float uHeat;
uniform float uCell; // world cell scale, 1.0 at the 60px default
uniform float uSunOn; // 1.0 = draw the sun
const float HORIZON = 0.5;
const float CAM = 0.09; // camera height over the plane; sets perspective rate
float hash21(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
// Glowing line profile from a pixel-space distance: a tight gaussian core
// plus a wide exponential halo. This is what separates neon from wireframe.
float glowLine(float px) {
return exp(-px * px * 0.32) + 0.30 * exp(-px * 0.28);
}
void main() {
vec2 uv = vUv;
float aspect = uResolution.x / max(uResolution.y, 1.0);
float resY = max(uResolution.y, 1.0);
float t = uTime * uSpeed;
// Pointer lean, -1..1. The horizon glow and grid brightness follow it.
float lean = clamp((uPointer.x - 0.5) * 2.0, -1.0, 1.0);
// Near-black base with the faintest violet cast so the frame never reads
// as a dead #000 rectangle.
vec3 col = vec3(0.004, 0.004, 0.010) + uGlow * 0.012;
// ---------------------------------------------------------------- grid --
float h = HORIZON - uv.y; // 0 at the horizon, 0.5 at the bottom edge
if (h > 0.0) {
float z = CAM / max(h, 0.0022); // world depth of this pixel's plane hit
float worldX = (uv.x - 0.5) * aspect * z;
// Eased scroll: a slow sinusoid over the linear run makes the plane
// surge and relax instead of conveyor-belting at constant speed.
// Grid drift runs well under the animation clock (gt = t * 0.18) so the
// lines advance calmly and hypnotically like an open cruise; this replays
// the exact same surge/relax trajectory at that slow pace, leaving
// horizon/sun/stars at full speed. The speed prop still scales it on top.
float gt = t * 0.18;
float scroll = gt * 1.35 + 0.45 * sin(gt * 0.8);
float worldZ = z + scroll;
float cell = 0.034 * uCell;
// World-units-per-pixel at this depth, per axis. These make line width
// perspective-correct and expose the on-screen cell size for the
// anti-moire fade.
float wppX = aspect * z / max(uResolution.x, 1.0);
float wppZ = (z * z / CAM) / resY;
// Distance to the nearest grid line, in world units, then pixels.
float dx = abs(fract(worldX / cell + 0.5) - 0.5) * cell;
float dz = abs(fract(worldZ / cell + 0.5) - 0.5) * cell;
// Thicker near the viewer, thin at distance.
float widen = mix(0.8, 2.0, smoothstep(0.0, 0.5, h));
float pxX = dx / (wppX * widen);
float pxZ = dz / (wppZ * widen);
// Anti-moire: once a cell spans only a few pixels the lattice can only
// alias, so fade each line family out as its spacing collapses. The
// distance fog below finishes the job.
float cellPxX = cell / wppX;
float cellPxZ = cell / wppZ;
float keepX = smoothstep(2.5, 9.0, cellPxX);
float keepZ = smoothstep(2.5, 9.0, cellPxZ);
float grid = glowLine(pxX) * keepX + glowLine(pxZ) * keepZ;
// Distance fog: lines melt into the horizon glow instead of ending.
float fog = smoothstep(0.0, 0.16, h);
grid *= fog;
// Lines shade from glow-violet at depth to full line color up close.
vec3 lineCol = mix(uGlow, uLine, smoothstep(0.02, 0.30, h));
// Grid brightness leans subtly toward the pointer side.
float side = clamp((uv.x - 0.5) * 2.0, -1.0, 1.0);
float leanBoost = 1.0 + 0.16 * lean * side;
col += lineCol * grid * 0.85 * leanBoost;
// Rolling glow wave: a soft band of extra light traveling down the
// plane toward the viewer, tinted with the glow color. Replaces a hard
// stripe with light that lives on the lines themselves.
float wavePhase = fract(worldZ / (cell * 9.0));
float wave = exp(-pow((wavePhase - 0.5) * 3.2, 2.0));
col += uGlow * grid * wave * 0.7 * uHeat;
// Faint plane sheen so the ground is not pure void between lines.
col += uGlow * fog * exp(-h * 9.0) * 0.10 * uHeat;
}
// ------------------------------------------------------------- horizon --
float dy = uv.y - HORIZON;
// Horizontal emphasis follows the pointer: a wide, subtle hot spot.
float px2 = (uv.x - uPointer.x) * aspect;
float pointerSpot = exp(-px2 * px2 * 2.4);
float emphasis = 0.8 + 0.35 * pointerSpot;
// Breathing on the wide bloom only; the core line stays steady.
float breathe = 0.86 + 0.14 * sin(t * 0.55);
float coreLine = exp(-abs(dy) * 260.0);
float innerBloom = exp(-abs(dy) * 34.0);
float wideBloom = exp(-abs(dy) * 8.5);
vec3 hotCore = mix(uGlow, vec3(1.0), 0.55);
col += hotCore * coreLine * 1.1 * emphasis * uHeat;
col += mix(uGlow, uLine, 0.35) * innerBloom * 0.40 * emphasis * uHeat;
col += uGlow * wideBloom * 0.34 * breathe * emphasis * uHeat;
// ----------------------------------------------------------------- sun --
if (uSunOn > 0.5) {
vec2 sp = vec2((uv.x - 0.5) * aspect, dy);
float pulse = 1.0 + 0.035 * sin(t * 0.9);
float R = 0.20 * pulse;
float sd = length(sp) - R;
float aa = 1.6 / resY;
// Only the upper semicircle, with a hair of forgiveness at the base so
// the disc visually sits ON the horizon line.
float upper = smoothstep(-aa, aa, sp.y);
float sy = clamp(sp.y / R, 0.0, 1.0); // 0 at the base, 1 at the top
// Scanline slits: horizontal cuts across the disc that widen toward
// the base and close up toward the top - the classic synthwave sun.
float f = fract(sp.y / R * 7.0 - t * 0.12);
float gap = mix(0.48, 0.0, smoothstep(0.05, 0.8, sy));
float slit = smoothstep(gap, gap + 0.10, f);
float disc = smoothstep(aa, -aa, sd) * upper * slit;
// Radial gradient: bright sun color at the top, melting into the
// horizon glow at the base.
vec3 sunTop = mix(uSun, vec3(1.0), 0.30);
vec3 sunCol = mix(uGlow, sunTop, smoothstep(0.0, 0.9, sy));
col += sunCol * disc * 1.15 * uHeat;
// Soft outer bloom hugging the disc, above the horizon only.
float bloom = exp(-max(sd, 0.0) * 11.0);
col += uSun * bloom * upper * 0.30 * uHeat;
}
// ----------------------------------------------------------------- sky --
if (dy > 0.0) {
// Restrained star sparkle, kept clear of the horizon glow.
float skyMask = smoothstep(0.10, 0.30, dy);
vec2 sc = uv * vec2(aspect, 1.0) * 70.0;
vec2 id = floor(sc);
float pick = hash21(id);
if (pick > 0.994) {
vec2 starPos = vec2(hash21(id + 7.31), hash21(id + 13.7));
float d = length(fract(sc) - starPos);
float star = pow(max(0.0, 1.0 - d * 2.4), 4.0);
float twinkle = 0.55 + 0.45 * sin(t * 1.4 + pick * 61.0);
col += vec3(0.82, 0.86, 1.0) * star * twinkle * skyMask * 0.55;
}
}
// ------------------------------------------------------------- surface --
// Whisper-quiet CRT scanlines across the whole frame.
col *= 1.0 - 0.03 * (0.5 + 0.5 * sin(gl_FragCoord.y * 1.6));
// Soft tone curve so the stacked bloom rolls off instead of clipping.
col = col / (col + vec3(0.62));
// Gentle vignette to sink the plane into black at the frame edges.
vec2 vg = (uv - vec2(0.5, 0.42)) * vec2(aspect, 1.0);
col *= 1.0 - 0.30 * dot(vg, vg);
// Film-grain dithering to defeat 8-bit banding in the glows.
float grain = hash21(gl_FragCoord.xy + fract(t) * 137.0) - 0.5;
col += grain * (1.8 / 255.0);
gl_FragColor = vec4(max(col, 0.0), 1.0);
}
`;
/**
* A neon rear-view outrun sports car sitting on the grid — pure SVG, so it
* stays crisp at any size. Body tones follow the grid palette; the tail-light
* bar and underglow read as classic driving-game chrome.
*/
function OutrunCar({ line, sun }: { line: string; sun: string }) {
return (
<svg viewBox="0 0 200 118" className="h-auto w-full" fill="none">
{/* cyan underglow pooling on the road */}
<ellipse cx="100" cy="100" rx="82" ry="10" fill={sun} opacity="0.30"
style={{ filter: "blur(6px)" }} />
{/* rear wheels */}
<rect x="24" y="70" width="26" height="30" rx="7" fill="#08060f" />
<rect x="150" y="70" width="26" height="30" rx="7" fill="#08060f" />
<rect x="27" y="76" width="20" height="6" rx="3" fill={line} opacity="0.5" />
<rect x="153" y="76" width="20" height="6" rx="3" fill={line} opacity="0.5" />
{/* body */}
<g style={{ filter: `drop-shadow(0 0 4px ${line})` }}>
<path
d="M20 84 L30 62 Q34 55 44 54 L156 54 Q166 55 170 62 L180 84 Q181 90 174 90 L26 90 Q19 90 20 84 Z"
fill="#170a2b" stroke={line} strokeWidth="1.6" />
{/* cabin + rear glass */}
<path d="M58 54 L70 39 Q72 36 78 36 L122 36 Q128 36 130 39 L142 54 Z"
fill="#12081f" stroke={line} strokeWidth="1.4" />
<path d="M70 51 L79 41 L121 41 L130 51 Z" fill="#0a1436" opacity="0.9" />
</g>
{/* signature tail-light bar */}
<g style={{ filter: "drop-shadow(0 0 6px #ff2d6b)" }}>
<rect x="40" y="64" width="120" height="7" rx="3.5" fill="#ff2d6b" />
<rect x="46" y="66" width="108" height="3" rx="1.5" fill="#ffd0dd" opacity="0.85" />
</g>
{/* diffuser fins */}
<g stroke={sun} strokeWidth="1.4" opacity="0.7" strokeLinecap="round">
<path d="M78 84 v4" /><path d="M90 84 v4" /><path d="M100 84 v4" />
<path d="M110 84 v4" /><path d="M122 84 v4" />
</g>
</svg>
);
}
/**
* Retro Forge — a synthwave DRIVE in GL. A perspective ground plane of glowing
* magenta grid lines scrolls toward the viewer and melts into a layered violet
* horizon bloom; an optional slit-scanned cyan sun sits on the line under a
* faint star field, and a neon rear-view sports car cruises on the grid.
* Built on the `ogl-canvas` harness: GPU-light, offscreen-paused,
* reduced-motion-safe. Position it inside any `relative` container; it fills
* and sits behind content.
*/
export function RetroForge({
colors = DEFAULT_COLORS,
speed = 1,
heat = 1,
cellSize = 60,
sun = true,
car = true,
paused = false,
className,
...props
}: RetroForgeProps) {
const reduced = useReducedMotion();
const uniforms = React.useMemo(
() => ({
uLine: { value: hexToRgb(colors[0]) },
uGlow: { value: hexToRgb(colors[1]) },
uSun: { value: hexToRgb(colors[2]) },
uSpeed: { value: speed },
uHeat: { value: Math.min(Math.max(heat, 0), 1) },
uCell: { value: Math.max(cellSize, 8) / 60 },
uSunOn: { value: sun ? 1 : 0 },
}),
[colors, speed, heat, cellSize, sun]
);
return (
<div
aria-hidden
className={cn("absolute inset-0 -z-10 overflow-hidden bg-neutral-950", className)}
{...props}
>
<OglCanvas
data-crucible="retro-forge"
className="absolute inset-0"
fragment={FRAGMENT}
uniforms={uniforms}
paused={paused}
reducedMotionTime={5.2}
/>
{car && (
<motion.div
className="pointer-events-none absolute bottom-[6%] left-1/2 w-[32%] max-w-[400px] min-w-[210px]"
style={{ x: "-50%" }}
animate={paused || reduced ? undefined : { y: [0, -5, 0] }}
transition={{ duration: 4.5, repeat: Infinity, ease: "easeInOut" }}
>
<OutrunCar line={colors[0]} sun={colors[2]} />
</motion.div>
)}
</div>
);
}
Installation
CLI
npx shadcn@latest add @crucible/retro-forgeManual — install dependencies, then copy the source
npm install oglProps
| Prop | Type | Default | Description |
|---|---|---|---|
| colors | [string, string, string] | Three tones: [line, glow, sun]. line is the grid-line color (magenta), glow is the horizon glow (violet), sun is the horizon semicircle (cyan). Any hex string. | |
| speed | number | 1 | Grid-scroll speed multiplier. 1 = default, 2 = twice as fast. |
| heat | number | 1 | Heat 0–1: scales the brightness of the horizon glow, the rolling glow wave on the grid, and the sun together. |
| cellSize | number | 60 | Grid cell size in px (larger = coarser grid). |
| sun | boolean | true | Render the horizon "sun" semicircle with scanline slits. |
| car | boolean | true | Render the neon outrun sports car cruising on the grid. |
| paused | boolean | Freeze the animation at its current frame. | |
Also accepts all props of React.ComponentPropsWithoutRef<"div"> — they pass through to the underlying element. | |||
Honors prefers-reduced-motion with a designed static fallback, pauses offscreen and on hidden tabs, and passes className through.