Backgrounds
Moire
ProTwo lattices stacked at a fraction of a degree apart, beating against each other into live interference fringes. Every layer is band-limited in the shader, so what you see is the interference and not the sampling.
Install
Props
What It Demonstrates
- Loop
- An animation that repeats, a set number of times or infinitely.
- Idle animation
- Subtle motion that plays while an element is just sitting there, waiting to be interacted with.
- Rotate
- Spin an element around a point.
- Hover effect
- Visual change when the cursor moves over an element.
- Hardware acceleration
- Animating transform and opacity lets the GPU keep motion smooth.
- Linear
- Constant speed. Avoid for UI; reserve for spinners or marquees.
Related Components
Quicksilver
Molten chrome. Every other shader background emits light. This one reflects a studio that does not exist, built out of the surface normal: sharp softbox edges, a conductor's Fresnel wash, thin-film iridescence, and a wake that keeps moving where you dragged.
Mycelium
A slime mould foraging in the dark. Every other field here is a differential equation on a grid. This one is a population: up to a million agents, each carrying a position and a heading, sampling the trail ahead of itself, turning toward whatever smells strongest and laying down more of it as it goes. The veins, the junctions and the slow reorganisation are nowhere in the code.
ContourPro
A topographic map of terrain that will not hold still. The lines are not drawn, they are found. A height field is sampled onto a grid every frame and marching squares walks it once per altitude, emitting segments wherever the land crosses that height. Nothing here knows what a ridge is. Ridges are where the crossings bunch up. The pointer raises a hill the contours have to route around, and because the interval is fixed rather than the line count, that extra altitude produces extra rings instead of restretching the ones already on screen.
CausticsPro
Light through moving water. The filaments are the zero crossings of a noise field folded back on itself, not its peaks — which is why they stay thin and hard-edged at any brightness instead of blooming into blobs. The lattice is periodic, so the flow offset wraps and the motion never coarsens over a long session.
Waves
A woven field of flowing waves rendered on a WebGL line shader.
Light Rays
Volumetric god-rays from a configurable origin, optionally following the mouse.