Prism
A spectrum city on a winding road, seen three-quarter on, camera banking into the curve.
A hi-res TIDAL player with no title bar, no rounded cards and no popout menus — box-drawing characters, braille spectrum glyphs, and a fragment shader running in the right half of the window.
That is not a video and not a CSS trick. It is Prism — Orpheus's own fragment shader, compiled to WebGL and running in your browser.
Change the pace and watch what happens. The bars do not just get taller; the world arrives sooner. A faster track moves the camera further every second.
Orpheus streams hi-res from TIDAL and hands 32 bands of live spectrum to a shader sitting inside the same window. The player, the stage, the desktop widget and the bar spectrum are one engine at four sizes — four surfaces, and nothing that springs out of a control.
Every style reads the same 32 bands and the same travel distance. What changes is the world they build out of it — and all five run live on the next page.
A spectrum city on a winding road, seen three-quarter on, camera banking into the curve.
Extruded columns on a mirrored floor, peak caps floating down, the grid flashing on every kick.
Glowing ridgelines rolling out of a banded sun — each ridge a past moment of sound.
Flying through rings of light that bend with the spectrum, warp streaks racing past.
A lit sphere pushed out by the spectrum, orbited by tilted rings carrying particles.
The same spectrum at bar size, for the status bar and the mini-player.
New clips recorded clean, at the quality the shaders actually deserve.
Packaging the daemon, the unit, the plugin and the shader build into something a stranger can follow.
GPL-3.0-or-later, once that install path exists. TIDAL stays the only provider, on purpose.