About
A nebula from noise: the plane is warped by its own noise and then warped again, which makes it fold like smoke; a three-colour gradient runs through the folds and ridged noise cuts dark lanes. A soft elliptical core sits where the gas is densest. Stars are cell-based points at three scales, the nearer ones drifting further with the pointer. In warp mode the star field is sampled in log-polar coordinates and stretched radially, so the points become streaks that run outward.
Use it when
- An AI, data or developer product wants a dark, calm hero with depth.
- A planetarium, science or education page wants space without a stock photo.
- A launch or countdown wants the warp look for its moment.
Skip it when
- The brand is warm, local and tactile; use Satin or Bokeh.
- Text must sit over the bright core.
Install
- 1Add the VibeBox registry to
components.json:{ "registries": { "@vibebox": "https://motion.vibeboxph.com/r/{name}.json" } } - 2Add the component with the shadcn CLI:
npx shadcn@latest add @vibebox/cosmos - 3Use it:
import { Cosmos } from "@/components/vibebox/cosmos"; <Cosmos preset="nebula" className="min-h-[560px] rounded-xl"> <div className="p-12 text-white"> <h1 className="text-4xl font-semibold">Build for the long distance.</h1> </div> </Cosmos>
Code
3 filescomponents/vibebox/cosmos/cosmos.client.tsx
/**
* VibeBox Motion · Cosmos
* Copyright (c) 2026 VibeBox. Licensed under the VibeBox Motion Free License:
* https://motion.vibeboxph.com/license
* Use it in unlimited personal, commercial and client projects.
* Do not sell or redistribute it as a component, kit, template or builder.
*/
"use client";
import type { ReactNode } from "react";
import { BackdropCanvas, type PosterSpec } from "@/lib/vibebox/backdrop-canvas";
import { cosmosPiece, presets, type CosmosPreset } from "./cosmos.shader";
export type CosmosColor = "space" | "dust" | "gas" | "core" | "star";
export type CosmosValue = "density" | "lanes" | "stars" | "warp" | "coreSize";
export type CosmosProps = {
/** What sits on the scene: a heading, a call to action, a whole section. */
children?: ReactNode;
/** A named look: `nebula`, `deep`, `rose`, `ember`, `warp`. */
preset?: CosmosPreset;
/** Overrides single palette colours with any CSS colour. */
colors?: Partial<Record<CosmosColor, string>>;
/** Multiplies the preset's speed (1 keeps it, 0 holds the scene still). */
speed?: number;
/** Multiplies the preset's brightness. */
intensity?: number;
/** The pointer and touch move the scene. */
interactive?: boolean;
/** Accessible name; leave it out when the scene is only a background. */
label?: string;
/** Hold one still frame until this is false (for a gallery card). */
still?: boolean;
className?: string;
} & Partial<Record<CosmosValue, number>>;
const POSTER: PosterSpec = { type: "linear", from: "space", to: "space", angle: 180, blobs: [{ color: "dust", at: [25, 65], size: 55 }, { color: "gas", at: [78, 35], size: 50 }, { color: "core", at: [48, 48], size: 28 }] };
export function Cosmos({ children, preset, colors, speed, intensity, interactive = true, label, still, className, density, lanes, stars, warp, coreSize }: CosmosProps) {
return (
<BackdropCanvas
slug="cosmos"
piece={cosmosPiece}
presets={presets}
fallback="nebula"
preset={preset}
colors={colors}
values={{ density, lanes, stars, warp, coreSize }}
speed={speed}
intensity={intensity}
poster={POSTER}
scale={0.5}
stillTime={3}
still={still}
interactive={interactive}
label={label}
className={className}
>
{children}
</BackdropCanvas>
);
}components/vibebox/cosmos/cosmos.shader.ts
/**
* VibeBox Motion · Cosmos
* Copyright (c) 2026 VibeBox. Licensed under the VibeBox Motion Free License:
* https://motion.vibeboxph.com/license
* Use it in unlimited personal, commercial and client projects.
* Do not sell or redistribute it as a component, kit, template or builder.
*/
import { compose, createScenePiece, type ScenePreset } from "@/lib/vibebox/engine/backdrops";
/*
* Deep space: a nebula of domain-warped dust in three colours with dark lanes cut through it, a
* glowing core, and stars at three depths that drift with the pointer. `warp` stretches the stars
* outward from the centre for a jump to light speed.
*/
const SCENE = /* glsl */ `
uniform vec3 uSpace;
uniform vec3 uDust;
uniform vec3 uGas;
uniform vec3 uCore;
uniform vec3 uStar;
uniform float uDensity;
uniform float uLanes;
uniform float uStars;
uniform float uWarp;
uniform float uCoreSize;
uniform float uSpeed;
uniform float uIntensity;
float T;
float stars(vec2 uv, float scale, float seed, float warp) {
vec2 p = uv;
float streak = 1.0;
if (warp > 0.001) {
// Stretch radially: points become lines pointing away from the middle.
float r = length(p);
vec2 dir = p / max(r, 0.0001);
float ang = atan(p.y, p.x);
p = vec2(ang * 1.2, log(r + 0.03) - T * warp * 0.5);
streak = 0.6;
}
vec2 g = p * scale;
ivec2 c = ivec2(floor(g)) + ivec2(int(seed) * 53, int(seed) * 17);
vec2 f = fract(g);
vec2 o = h22(c) * 0.64 + 0.18;
float r = h2(c + ivec2(7, 2));
vec2 d = f - o;
if (warp > 0.001) d.y *= 0.07;
float len = length(d);
float tw = 0.65 + 0.35 * sin(T * (0.6 + r * 2.0) + r * 40.0);
float size = 0.05 + r * 0.05;
return smoothstep(size, 0.0, len) * step(0.84, r) * mix(tw, 1.0, warp);
}
void main() {
vec2 uv = centred(gl_FragCoord.xy);
T = uTime * uSpeed;
float aspect = uResolution.x / uResolution.y;
vec2 pu = vec2((uPointer.x - 0.5) * aspect, uPointer.y - 0.5);
vec2 look = (uPointer - 0.5) * 0.06 * (0.4 + uHover);
vec3 col = lin(uSpace);
// The nebula: dust warped by itself twice, so it folds like smoke.
vec2 p = (uv + look * 0.5) * 1.5;
vec2 q = vec2(fbm(p + vec2(0.0, T * 0.02)), fbm(p + vec2(5.2, 1.3) - T * 0.015));
vec2 r = vec2(fbm(p + 3.0 * q + vec2(1.7, 9.2) + T * 0.02), fbm(p + 3.0 * q + vec2(8.3, 2.8) - T * 0.018));
float n = fbm(p + 3.4 * r);
float cloud = smoothstep(0.4, 1.0, n) * uDensity;
vec3 dust = mix(lin(uDust), lin(uGas), clamp(r.x * 1.7 - 0.25, 0.0, 1.0));
col += dust * pow(cloud, 1.2) * 0.8;
// Thin bright filaments where the gas folds.
col += lin(uGas) * pow(smoothstep(0.55, 1.0, q.y), 3.0) * 0.16 * uDensity;
// Dark lanes cut through the glow.
float lane = smoothstep(0.52, 0.86, ridged(p * 1.6 + r * 1.6));
col *= 1.0 - lane * 0.8 * uLanes;
// A soft core where the nebula is densest.
float core = exp(-length((uv - vec2(0.18, 0.04) * (1.0 + look.x * 4.0)) * vec2(0.9, 1.3)) * (3.8 / max(uCoreSize, 0.2)));
col += lin(uCore) * core * (0.1 + 0.28 * n);
// Stars at three depths, the near ones drifting more with the pointer.
float s = stars(uv * 1.0 + look * 0.4, 38.0, 1.0, uWarp) * 0.8 + stars(uv + look * 0.9, 70.0, 2.0, uWarp) * 0.6 + stars(uv + look * 1.8, 120.0, 3.0, uWarp) * 0.45;
vec3 starCol = mix(lin(uStar), vec3(1.0), 0.45);
col += starCol * s * uStars * 1.3;
// The odd bright star with a cross of light.
float cross = 0.0;
vec2 bs = uv - vec2(-0.38, 0.22) - look * 1.2;
cross += exp(-abs(bs.x) * 90.0) * exp(-abs(bs.y) * 22.0) + exp(-abs(bs.y) * 90.0) * exp(-abs(bs.x) * 22.0);
col += starCol * (cross * 0.28 + exp(-length(bs) * 60.0) * 1.1) * uStars * (1.0 - uWarp);
col *= uIntensity;
col *= 1.0 - 0.35 * smoothstep(0.5, 1.2, length(uv * vec2(0.85, 1.1)));
fragColor = vec4(finish(col, gl_FragCoord.xy), 1.0);
}
`;
export const fragment = compose(SCENE);
export const PRESET_NAMES = ["nebula", "deep", "rose", "ember", "warp"] as const;
export type CosmosPreset = (typeof PRESET_NAMES)[number];
export const presets: Record<CosmosPreset, ScenePreset> = {
nebula: {
colors: { space: "#04030c", dust: "#6a35ff", gas: "#ff3fa4", core: "#9fd0ff", star: "#dfe8ff" },
values: { density: 1, lanes: 1, stars: 1, warp: 0, coreSize: 1, speed: 0.7, intensity: 1 },
},
deep: {
colors: { space: "#010207", dust: "#10307a", gas: "#27b6d8", core: "#6fb7ff", star: "#cfe4ff" },
values: { density: 0.75, lanes: 0.8, stars: 1.1, warp: 0, coreSize: 0.8, speed: 0.5, intensity: 1 },
},
rose: {
colors: { space: "#0b0510", dust: "#a3216e", gas: "#ff9a6a", core: "#ffd6c0", star: "#ffe9dd" },
values: { density: 0.95, lanes: 1, stars: 0.9, warp: 0, coreSize: 1.1, speed: 0.6, intensity: 1 },
},
ember: {
colors: { space: "#080302", dust: "#8a2a0e", gas: "#ffb13a", core: "#fff0c0", star: "#fff2d8" },
values: { density: 0.9, lanes: 1.1, stars: 0.8, warp: 0, coreSize: 1, speed: 0.6, intensity: 1 },
},
warp: {
colors: { space: "#02030a", dust: "#1a2a8a", gas: "#2fa8ff", core: "#bfe0ff", star: "#e6f0ff" },
values: { density: 0.55, lanes: 0.5, stars: 0.6, warp: 1, coreSize: 0.7, speed: 1, intensity: 0.85 },
},
};
export const cosmosPiece = createScenePiece("cosmos", fragment);components/vibebox/cosmos/index.tsx
/**
* VibeBox Motion · Cosmos
* Copyright (c) 2026 VibeBox. Licensed under the VibeBox Motion Free License:
* https://motion.vibeboxph.com/license
* Use it in unlimited personal, commercial and client projects.
* Do not sell or redistribute it as a component, kit, template or builder.
*/
export { Cosmos, type CosmosProps, type CosmosColor, type CosmosValue } from "./cosmos.client";
export { PRESET_NAMES as COSMOS_PRESETS, presets as cosmosPresets, type CosmosPreset } from "./cosmos.shader";Props
| Prop | Type | Default | Description |
|---|---|---|---|
| children | ReactNode | — | What sits on the scene: a heading, a call to action, a whole section. |
| preset | "nebula" | "deep" | "rose" | "ember" | "warp" | "nebula" | The look: nebula, deep, rose, ember, warp. |
| colors | { space?: string; dust?: string; gas?: string; core?: string; star?: string } | — | Overrides single palette colours with any CSS colour: space (empty space), dust (the dust, in the thick of the nebula), gas (the gas, along its folds), core (the core's glow), star (the stars). |
| speed | number | 1 | Multiplies the preset's speed; 0 holds the scene still. |
| intensity | number | 1 | Multiplies the preset's brightness, 0.5 to 1.4. |
| density | number | 1 | How much nebula fills the sky (0 to 1.5; each look sets its own). |
| lanes | number | 1 | How dark the lanes cut through the glow (0 to 1.5; each look sets its own). |
| stars | number | 1 | How many stars show (0 to 1.5; each look sets its own). |
| warp | number | 0 | 0 holds the stars, 1 streaks them outward (0 to 1; each look sets its own). |
| coreSize | number | 1 | How wide the core's glow spreads (0.3 to 1.6; each look sets its own). |
| interactive | boolean | true | The pointer shifts the stars at their own depths. |
| label | string | — | Accessible name; leave it out when the scene is only a background. |
| still | boolean | false | Hold one composed frame until false (a gallery card that plays on hover). |
| className | string | — | Merged with cn(); give it a size and a radius. |
Accessibility and motion
- Keyboard
- Not focusable; content on it keeps its own focus order.
- Screen readers
- Decorative by default; with
labelit is an image with that name. - Touch
- A finger moves the scene like the cursor does; scrolling is never blocked.
- Reduced motion
- One still frame of the nebula; no drift, twinkle or warp.
Edge cases and limits
- The warp look is busy; use it for a moment (a launch), not a whole page.
- The bright corner star sits at the same place on every size; move copy off it.
- On very small screens lower
starsto keep the field calm.
Related

Aurora
FreeCurtains of northern light over a night sky and a mountain ridge, drawn toward the pointer.
Backgrounds · WebGL2

Bokeh
FreeOut-of-focus lights in three depths, brighter at the rim and drifting with the pointer.
Backgrounds · WebGL2

City Night
FreeA skyline of lit windows against a glowing sky, with a road of light trails in front.
Backgrounds · WebGL2