
Heatmap
A word or a photo seen through a thermal camera, radiating and shimmering.
This browser cannot run WebGL2, so this is a still image. The code below works wherever WebGL2 is available.
Code
The usage always matches the preview, layers and performance settings included. No build step or package.
Copy embed gives one block to paste into any page or site builder, no setup. For your own code: add heatmap.js, ittybitty-shader.js, runtime.js, pointer.js, texture.js next to this page. Highlighted values follow the controls.
<!-- Quickest: one element. Size it with CSS; it fills its box. -->
<script type="module" src="./ittybitty-shader.js"></script>
<ittybitty-shader effect="heatmap" style="width: 100%; height: 480px;"></ittybitty-shader>
<!-- Or with JavaScript, for full control: -->
<canvas id="heatmap" aria-hidden="true" style="width: 100%; height: 480px; display: block"></canvas>
<script type="module">
import { heatmap } from './heatmap.js';
const canvas = document.getElementById('heatmap');
const effect = heatmap(canvas, {
showBackground: true,
source: 'text',
text: 'itty',
font: '900 ui-sans-serif, system-ui, sans-serif',
image: '/examples/still-life.webp',
amount: 1,
speed: 0.6,
spread: 0.6,
turbulence: 0.5,
contrast: 1.1,
style: 'thermal',
interactive: true,
responsiveness: 0.5,
palette: [[0, '#07051a'], [0.25, '#3a0ca3'], [0.5, '#d62f6b'], [0.75, '#ff9f1c'], [1, '#fff4c2']],
// Performance
dpr: 1,
adaptive: true,
});
// Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>
Details
Heat comes from a word, or from a picture, where brightness is heat. It is read at a few levels of blur, which mipmaps provide for free, so it radiates and rises; a shimmer runs through it like hot air, and the result maps through a thermal palette. From a picture it can sit over the photo as an overlay, and as a layer it heats everything beneath it.
- Payload
- 7.7 KB brotli for heatmap.js and ittybitty-shader.js and runtime.js and pointer.js and texture.js, measured at build time. See the method.
- Resolution
- Device pixel ratio capped at 1; heat is soft.
- Frame rate
- Display rate.
- When unseen
- Stops rendering when the canvas leaves the viewport or the tab is hidden, and resumes where it left off.
- Reduced motion
- Shows a single still frame. Controls still update it.
- Layers
- Up to five effects fuse into one shader and one draw call. Filters such as dithering and halftone process the layers beneath them.
- Browsers
- Any browser with WebGL2: Chrome and Edge 56+, Firefox 51+, Safari 15+.
- Licence
- MIT. Copy it, change it, ship it.