Light Rays
Volumetric god rays pouring from above, flickering through noise with dust caught in the beams. The source swings to aim at your pointer.
webglpointervolumetric6 files · 631 locdeps: clsx, tailwind-merge
Installation
With the shadcn CLI, pointing at this platform’s registry:
npx shadcn@latest add https://opusui.131199999.xyz/r/light-rays.jsonOr offline, straight from your opus55 checkout (copies every file it needs):
node ../tailwind_component/opus55/scripts/add.mjs light-raysUsage
import { LightRays } from "@/components/opus/backgrounds/light-rays";
<LightRays className="absolute inset-0" />API
| Prop | Type | Default | Description |
|---|---|---|---|
| color / colorB | string | — | Beam colours (alternating). |
| background | string | — | Darkness behind the light. |
| rays | number | 14 | Beam count. |
| spread | number | 0.7 | Cone width. |
| dust | boolean | true | Floating dust particles. |
| speed | number | 1 | Time multiplier. 0 freezes the animation; the pointer stays live. |
| interactive | boolean | true | React to the pointer (tracked on window, so overlaid content never blocks it). |
| className | string | — | Classes for the wrapper. Use `absolute inset-0` to fill a relative parent. |
| children | ReactNode | — | Optional content rendered above the canvas. |
Notes
- Renders with WebGL2 into a single full-screen triangle — no three.js, no textures, no dependencies.
- Pauses automatically when scrolled off-screen or when the tab is hidden; resumes on return.
prefers-reduced-motion: reducerenders one still frame and ignores the pointer.- A CSS gradient fallback paints instantly and stays if WebGL2 is unavailable.