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@hrznlabs/brand

v0.1.0

Published

Horizon brand tokens, logo assets and the world shader

Readme

@hrznlabs/brand

Tokens, logo assets, the world shader and its WebGL2 runtime for every Horizon surface. Night (sunset) is the default. tokens.css follows prefers-color-scheme; tokens.night-default.css is night unless data-theme="light".

Spec: docs/superpowers/specs/2026-10-15-horizon-brand-identity-design.md in the horizon monorepo.

Web (CSS)

@import '@hrznlabs/brand/tokens.css';
.card {
  background: var(--color-surface);
  color: var(--color-fg);
  border-radius: var(--radius-card);
}

Sites that own the theme toggle import @hrznlabs/brand/tokens.night-default.css instead: night on :root, day only under :root[data-theme="light"], no prefers-color-scheme block.

Load fonts with next/font/google: Oxanium, Space Grotesk, JetBrains Mono.

Tailwind v3

// tailwind.config.js
module.exports = {
  presets: [require('@hrznlabs/brand/tailwind-preset')],
  content: ['./src/**/*.{ts,tsx}'],
};

Also import @hrznlabs/brand/tokens.css once in the global stylesheet. Colors are CSS variables, so bg-surface follows the active mode.

React Native

import { theme, type HorizonMode } from '@hrznlabs/brand';
const c = theme[mode as HorizonMode].color;

Load fonts with @expo-google-fonts/oxanium, @expo-google-fonts/space-grotesk, @expo-google-fonts/jetbrains-mono.

World runtime (WebGL2)

import { createWorld, DEFAULT_FX } from '@hrznlabs/brand/world';

const world = createWorld({ day: false, ticker }); // one per page; ticker is optional
const handle = world.mount(canvas, { h: -0.3, a: Math.min(0.19, (0.4 * w) / h), host: heroEl });
if (!handle) showStillSky(); // no WebGL2, or the shader failed
world.setDay(true); // eases over ~1 s; pulses light rays 400 ms later
world.pulseRays(); // rise 1.6 s, hold to 2.8 s, decay to 7 s
handle.destroy(); // loses the context and removes listeners
  • createWorld({ reducedMotion?, day?, fx?, ticker? }) returns { mount, setDay, pulseRays, setFx, kick, setReducedMotion, destroy }.
  • mount(canvas, { a, h?, hpxTop?, hpxBottom?, sa?, host? }): a is the arch radius in height units; the horizon is h in [-.5, .5], or hpxTop/hpxBottom CSS pixels re-read every frame; sa scales sun and arch (0 = waves only); host receives pointer ripple and dwell rays.
  • With a ticker ({ add(fn) => unsubscribe }, fn(now) returns false to stop) the runtime never calls requestAnimationFrame itself, so a site runs one loop for every canvas.
  • Reduced motion is read live from matchMedia('(prefers-reduced-motion: reduce)'): time freezes at 9 s, no ripple, and the loop stops once day has settled. reducedMotion in the options overrides it for tests.
  • Shader programs compile without blocking when KHR_parallel_shader_compile is available; the canvas keeps opacity: 0 until they are ready. Context loss hides the canvas; restore rebuilds everything.
  • Adaptive resolution (DPR cap 1.5, steps down to 55% on slow frames), render-only-when-visible, antialias: false, powerPreference: 'low-power'.
  • DEFAULT_FX is the frozen look (19 values, FX[12] = 0, FX[18] = bloom gain). FX_INDEX names each slot. setFx() exists for tuning tools only.

Reference renderer: website src/components/world/.

World shader (raw strings)

import { WORLD_VERT, WORLD_FRAG, WORLD_UNIFORMS } from '@hrznlabs/brand/shaders/world';

Uniforms (10): R resolution, T time, D day 0–1, M pointer, E energy 0–1, H horizon y, A arch radius, G light rays 0–1, SA sun and arch amount 0–1, FX[18] effect toggles. Bloom passes: BLOOM_*.

Guard

npx horizon-brand-guard $(git ls-files 'src/**/*.tsx' 'src/**/*.css')

Fails on raw hex outside the tokens, retired motion (glitch loops, scan line, flicker, typewriter, float), and keyframes animating anything but transform, opacity, clip-path or offset-distance. Suppress a line with brand-guard-ignore plus a reason.

License

Code: MIT. Logo, wordmark and assets/: see LICENSE-BRAND.md.