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vercel-identicon

v0.0.3

Published

Deterministic, hash-based identicon generator with 100+ visual variants and 17 color schemes

Readme

vercel-identicon

Deterministic identicon generator for React. Hash a string, get a unique visual back. Same input, same output, every time. 120+ variants across Canvas 2D and WebGL renderers, 17 color schemes. Animated variants respond to hover.

Extracted from identicon-prototype.labs.vercel.dev.

Install

npm install vercel-identicon
# or
pnpm add vercel-identicon
# or
yarn add vercel-identicon

Requires React 18+.

Usage

import { Identicon } from "vercel-identicon";

<Identicon value="rauno" size={48} variant="bayer-4x4" colorScheme="oklch-mono" />

Renders a <canvas>. Accepts className and style.

Props

| Prop | Type | Default | | |------|------|---------|---| | value | string | required | String to hash | | size | number | 32 | Canvas resolution in px | | variant | string | "bayer-4x4" | Which generator to use | | colorScheme | ColorScheme | "oklch-mono" | Color palette | | className | string | — | Passed to the canvas | | style | CSSProperties | — | Passed to the canvas |

Variants

120+ generators, organized by technique:

  • Bayer ditheringbayer-2x2, bayer-4x4, bayer-8x8, and scaled variants
  • Error diffusionfloyd-steinberg, atkinson, jarvis-judice-ninke, sierra, stucki
  • Patternwhite-noise, blue-noise, halftone-dots, diagonal-line, spiral, radial, checkerboard, cross, diamond
  • Organicatkinson-blob, halftone-field, cross-hatch, spiral-dither, blue-noise-dither
  • Terminalphosphor-grid, ansi-quilt, teletext-mosaic, matrix-rain, raster-bars
  • Retrocrt-rgb, vhs-tracking, interlace, dot-matrix-printer, thermal-print, lcd-segments, glitch-bands, dithered-scanlines, woodcut
  • Algorithmicgame-of-life, maze, pixel-sprite, sierpinski, mandelbrot-slice, perlin-terrain, truchet-tiles, rule-30, dragon-curve
  • Generativereaction-diffusion, ascii-matrix, barcode, flow-field, lissajous, topographic-contours
  • Natureagate-slice, phyllotaxis, cymatics, fingerprint, tree-rings, coral-growth
  • Textilequilt-block, sashiko-stitch, woven-fabric, kintsugi-crack, ikat-bleed, tartan
  • Mathclifford-attractor, hilbert-curve, spiral-galaxy, sound-ring, erosion-canyon
  • WebGL scenesaurora-bands, layered-ridges, ink-drop, bokeh, silk-fold, prism-split, angular-gradient, faceted-gem, tide-pool, eclipse
  • WebGL artrothko-fields, mondrian-grid, albers-squares, lewitt-lines, riley-waves, kandinsky-circles, klee-tiles, escher-tessellation, pollock-drip, malevich-suprematism, delaunay-discs, agnes-martin-grid
  • WebGL effectsneon-glow, caustics, metaballs, julia-set, voronoi-crystal, electric-plasma, liquid-marble, stained-glass, topographic-map, circuit-board, fractal-coral, galaxy-spiral, bayer-4x4-animated, ink-in-water, supercell, warp-fabric, gradient-orb

Get the full list at runtime:

import { variantIds } from "vercel-identicon";
// string[]

Color schemes

17 schemes across OKLCH and HSL:

oklch-mono oklch-triadic oklch-golden oklch-complement oklch-analogous oklch-split oklch-tetrad oklch-warmcool oklch-vivid oklch-pastel oklch-cinema oklch-sunset oklch-earth hsl-triadic hsl-complement hsl-analogous hsl-mono

How it works

Each string runs through a Murmurhash-style dual 32-bit hash. That hash seeds a mulberry32 PRNG and picks two colors from the chosen scheme. Canvas 2D generators write pixels directly via ImageData. WebGL generators compile GLSL fragment shaders, render to an offscreen canvas, then blit to the target. Eight WebGL variants (aurora-bands, ink-drop, neon-glow, bayer-4x4-animated, ink-in-water, supercell, warp-fabric, gradient-orb) animate on hover via requestAnimationFrame and freeze to a static frame on mouse leave.

Everything is deterministic. No network requests, no external state.

Development

pnpm install
pnpm dev        # preview app at localhost:5173
pnpm build      # build the library
pnpm lint       # biome check
pnpm lint:fix   # biome check --write

License

MIT