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ForecastCone
3DA generative 'futures flux': thousands of GPU particles stream out of 'now' and swirl forward through a time-evolving curl field, fanning into a widening cloud of possibility — a bright median spine, diffuse wildcards, colour grading grounded→imagined. Procedural in the vertex shader, never the same frame twice.
Render via next/dynamic ssr:false. Self-contained; `spread` controls how uncertain the future is.
$
npx shadcn@latest add https://prism.icglabs.co/r/forecast-cone.jsonDependencies:three@react-three/fiber@react-three/postprocessing
View raw manifest →components/prism/ForecastCone.tsx
"use client";
import { useMemo, useRef } from "react";
import { Canvas, useFrame } from "@react-three/fiber";
import { EffectComposer, Bloom } from "@react-three/postprocessing";
import * as THREE from "three";
import { useDeviceTier } from "@/lib/useDeviceTier";
import { AutoDpr, PauseWhenOffscreen } from "@/components/showcase/CanvasPerf";
/**
* ForecastCone — a generative "futures flux". Thousands of GPU particles stream
* out of a single "now" and swirl forward through a time-evolving curl field,
* fanning into a widening cloud of possibility (uncertainty grows downstream).
* A tight bright spine = the median forecast; the diffuse halo = the wildcards.
* Colour grades grounded→imagined as paths diverge. Fully procedural in the
* vertex shader (no CPU loop), so it's smooth at scale and never the same frame
* twice. Built for Sky's forecast-with-uncertainty: `spread` = how wild tomorrow is.
*/
export type ForecastConeProps = {
count?: number;
spread?: number;
/** [grounded, imagined] hex — the divergence gradient. */
colors?: [string, string];
className?: string;
};
const VERT = /* glsl */ `
attribute float aSeed;
uniform float uTime;
uniform float uSpeed;
uniform float uSpread;
uniform float uSpan;
uniform float uSize;
uniform float uPixelRatio;
uniform vec3 uGrounded;
uniform vec3 uImagined;
varying vec3 vColor;
varying float vAlpha;
void main() {
float ph = fract(uTime * uSpeed * (0.5 + 0.5 * aSeed) + aSeed * 7.13);
float fwd = ph * uSpan; // distance into the future
float grow = pow(ph, 0.8) * uSpread; // uncertainty widens downstream
float wild = step(0.22, aSeed); // ~22% hug the median spine
float a1 = aSeed * 6.28318;
float sw = uTime * 0.35 + a1;
// layered trig ~ a curl field that morphs over time → swirling streams
float ox = sin(sw + fwd * 0.7) * 0.7 + sin(a1 * 3.1 + fwd * 1.6) * 0.35;
float oy = cos(sw * 1.13 + fwd * 0.8) * 0.7 + cos(a1 * 2.3 + fwd * 1.2) * 0.35;
vec3 pos = vec3(ox * grow * wild, oy * grow * wild, -fwd + uSpan * 0.5);
vec4 mv = modelViewMatrix * vec4(pos, 1.0);
gl_Position = projectionMatrix * mv;
gl_PointSize = uSize * uPixelRatio * (0.55 + 0.6 * (1.0 - ph)) * (1.0 / -mv.z);
float div = grow * wild;
vColor = mix(uGrounded, uImagined, clamp(ph * 0.55 + div * 0.18, 0.0, 1.0));
vAlpha = smoothstep(0.0, 0.06, ph) * smoothstep(1.0, 0.7, ph) * (wild > 0.5 ? 0.4 : 1.0);
}
`;
const FRAG = /* glsl */ `
precision mediump float;
varying vec3 vColor;
varying float vAlpha;
void main() {
vec2 c = gl_PointCoord - 0.5;
float d = dot(c, c);
if (d > 0.25) discard;
float a = smoothstep(0.25, 0.0, d) * vAlpha;
gl_FragColor = vec4(vColor, a);
}
`;
function Flux({
count,
spread,
colors,
reduced,
}: {
count: number;
spread: number;
colors: [string, string];
reduced: boolean;
}) {
const pts = useRef<THREE.Points>(null);
const mat = useRef<THREE.ShaderMaterial>(null);
const geometry = useMemo(() => {
const position = new Float32Array(count * 3);
const aSeed = new Float32Array(count);
for (let i = 0; i < count; i++) aSeed[i] = Math.random();
const g = new THREE.BufferGeometry();
g.setAttribute("position", new THREE.BufferAttribute(position, 3));
g.setAttribute("aSeed", new THREE.BufferAttribute(aSeed, 1));
return g;
}, [count]);
const uniforms = useMemo(
() => ({
uTime: { value: 0 },
uSpeed: { value: 0.12 },
uSpread: { value: spread },
uSpan: { value: 9 },
uSize: { value: 58 },
uPixelRatio: { value: 1 },
uGrounded: { value: new THREE.Color(colors[0]) },
uImagined: { value: new THREE.Color(colors[1]) },
}),
[spread, colors]
);
useFrame((state, delta) => {
const m = mat.current;
if (m) {
if (!reduced) m.uniforms.uTime.value += delta;
else m.uniforms.uTime.value = 6.0; // a fixed, fully-formed frame
m.uniforms.uPixelRatio.value = Math.min(state.gl.getPixelRatio(), 2);
}
if (pts.current && !reduced) pts.current.rotation.z += delta * 0.02;
});
return (
<points ref={pts} geometry={geometry}>
<shaderMaterial
ref={mat}
uniforms={uniforms}
vertexShader={VERT}
fragmentShader={FRAG}
transparent
depthWrite={false}
blending={THREE.AdditiveBlending}
/>
</points>
);
}
export function ForecastCone({
count = 7000,
spread = 1.6,
colors = ["#1fd4e6", "#ff3d81"],
className,
}: ForecastConeProps) {
const reduced =
typeof window !== "undefined" &&
window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const q = useDeviceTier();
const n = Math.max(1500, Math.round(count * q.scale));
return (
<div className={className} style={{ width: "100%", height: "100%" }}>
<Canvas
dpr={q.dpr}
gl={{ antialias: false, powerPreference: "high-performance" }}
camera={{ position: [0, 0.35, 5], fov: 55 }}
>
<color attach="background" args={["#06060e"]} />
{/* the bright "now" core */}
<mesh position={[0, 0, 4.5]}>
<sphereGeometry args={[0.05, 16, 16]} />
<meshBasicMaterial color={colors[0]} toneMapped={false} />
</mesh>
<Flux count={n} spread={spread} colors={colors} reduced={reduced} />
<AutoDpr />
<PauseWhenOffscreen />
{q.bloom && (
<EffectComposer>
<Bloom intensity={1.2} luminanceThreshold={0} luminanceSmoothing={0.3} mipmapBlur radius={0.7} />
</EffectComposer>
)}
</Canvas>
</div>
);
}