Glow color (linear RGB, 0..1). Default electric blue.
White-hot core amount — how readily the glow saturates to white.
Rebuild the distance field continuously instead of caching it.
Needed for live sources (video / webcam) whose silhouette changes;
leave false for static images and text. Rebuilds are pipelined
through an async readback, so they don't stall the GPU, but the
outline lags the source by a couple of frames and each rebuild
costs a CPU contour trace.
Grayscale luminance cutoff (0..1) for edge detection: the silhouette
is the iso-line where the source's brightness crosses this value.
Mostly visible on sources with midtones (photos / video); a flat
black-and-white logo has no midtones so the outline barely moves.
Changing it rebuilds the distance field.
Spatial frequency of the warp noise (base, for the first line).
Overall glow strength. 1 is a gentle, usable glow.
How many lines to overlay (1..5).
Noise-scale growth per line: each successive line's warp frequency is
this many times the previous one's, adding finer crackle on top.
Extra pad around the element in CSS (logical) px so the glow has room
to spread. "fullscreen" reaches the viewport edges.
Path-reveal progress (0..1) along each contour: the outline draws
on from its start point up to this fraction of its length. The
reveal is applied to the distance field itself (hidden parts don't
exist), so a change rebuilds the field — animating it costs a few
GPU passes per frame, like dynamic mode.
Brightness of a pulse of light traveling along each contour.
0 disables the pulse. Inner contours (holes) don't pulse.
Contours shorter than this (in buffer-height units) don't pulse.
Filters out the flicker of tiny specks on noisy sources.
0 pulses every contour.
Pulse travel speed along the path, in buffer-height units per
second — independent of each contour's length. One pulse loops
per contour.
Pulse width along the path, in buffer-height units (1 ≈ one
buffer height) — independent of each contour's length.
Sharpens the displacement noise (>= 1; 1 = no-op). Higher values
suppress small wiggles and keep only the big jolts, for a spikier,
zappier warp.
Glow falloff exponent. The raw k / distance glow is raised to this
power: lower → softer, wider bleed; 1 → sharp reciprocal falloff.
Flow speed of the electric arcs (animates the noise z axis).
Line width — widens the glow by shrinking the effective distance.
Noise warp amount, in buffer-uv units.