Gallery
Rose Noir Ripples
GLSL ShaderMedium
A flowing ripples surface distorted by flowing noise. GPU shader.
#shader#glsl#fluid#ripple#rose-noir
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1 file
$
npm i three @react-three/fiber/*
* Liquid (React + react-three-fiber, GLSL)
*
* Setup with Vite:
* npm create vite@latest my-app -- --template react-ts
* cd my-app
* npm i three @react-three/fiber
*
* Next.js App Router: add "use client" as the first line of the file.
* Render <SceneBackground /> inside a container with position: relative.
*/
import { Canvas, useFrame, useThree } from "@react-three/fiber";
import { useEffect, useMemo, useRef, useState } from "react";
import * as THREE from "three";
const vertexShader = `varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.0);
}`;
const fragmentShader = `precision highp float;
varying vec2 vUv;
uniform float uTime;
uniform vec2 uResolution;
uniform float uLight;
float hash11(float p){ return fract(sin(p*127.1)*43758.5453); }
float hash21(vec2 p){ return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453); }
vec2 hash22(vec2 p){
p=vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3)));
return fract(sin(p)*43758.5453);
}
mat2 rot(float a){ float c=cos(a),s=sin(a); return mat2(c,-s,s,c); }
vec3 mod289(vec3 x){return x-floor(x*(1.0/289.0))*289.0;}
vec2 mod289(vec2 x){return x-floor(x*(1.0/289.0))*289.0;}
vec3 permute(vec3 x){return mod289(((x*34.0)+1.0)*x);}
float snoise(vec2 v){
const vec4 C=vec4(0.211324865,0.366025403,-0.577350269,0.024390243);
vec2 i=floor(v+dot(v,C.yy));
vec2 x0=v-i+dot(i,C.xx);
vec2 i1=(x0.x>x0.y)?vec2(1.0,0.0):vec2(0.0,1.0);
vec4 x12=x0.xyxy+C.xxzz; x12.xy-=i1;
i=mod289(i);
vec3 p=permute(permute(i.y+vec3(0.0,i1.y,1.0))+i.x+vec3(0.0,i1.x,1.0));
vec3 m=max(0.5-vec3(dot(x0,x0),dot(x12.xy,x12.xy),dot(x12.zw,x12.zw)),0.0);
m=m*m; m=m*m;
vec3 x=2.0*fract(p*C.www)-1.0;
vec3 h=abs(x)-0.5;
vec3 ox=floor(x+0.5);
vec3 a0=x-ox;
m*=1.79284291-0.85373472*(a0*a0+h*h);
vec3 g;
g.x=a0.x*x0.x+h.x*x0.y;
g.yz=a0.yz*x12.xz+h.yz*x12.yw;
return 130.0*dot(m,g);
}
float fbm(vec2 p){
float v=0.0, a=0.5;
for(int i=0;i<5;i++){ v+=a*snoise(p); p*=2.0; a*=0.5; }
return v;
}
void main(){
vec2 uv01=vUv;
vec2 uv=(vUv-0.5);
uv.x*=uResolution.x/uResolution.y;
float t=uTime*0.1680;
vec3 c0=mix(vec3(0.039,0.016,0.024),vec3(0.992,0.957,0.965),uLight);
vec3 c1=mix(vec3(0.984,0.443,0.522),vec3(0.745,0.071,0.235),uLight);
vec3 c2=mix(vec3(0.957,0.247,0.369),vec3(0.624,0.071,0.224),uLight);
vec3 c3=mix(vec3(0.992,0.643,0.686),vec3(0.882,0.114,0.282),uLight);
vec3 col=c0;
float acc=0.0;
for(int i=0;i<4;i++){
float fi=float(i);
vec2 c=vec2(sin(fi*2.1)*0.34, cos(fi*1.7)*0.26);
float d=length(uv-c);
acc+=sin(d*46.0-t*4.0-fi)*exp(-d*3.2);
}
float k=acc*0.5+0.5;
vec3 cc=mix(c1,c2,k);
col=mix(c0,cc,smoothstep(0.28,0.85,k));
col+=c3*pow(smoothstep(0.6,1.0,k),3.0)*0.8;
col=mix(col,c0,0.50*dot(uv,uv));
gl_FragColor=vec4(col,1.0);
}`;
/** 1 in light mode, 0 in dark. The shader mixes both palettes on it. */
function useLightScheme() {
const [light, setLight] = useState(false);
useEffect(() => {
const mq = matchMedia("(prefers-color-scheme: light)");
const sync = () => setLight(mq.matches);
sync();
mq.addEventListener("change", sync);
return () => mq.removeEventListener("change", sync);
}, []);
return light;
}
function Plane() {
const mat = useRef<THREE.ShaderMaterial>(null);
const { size } = useThree();
const light = useLightScheme();
const uniforms = useMemo(
() => ({
uTime: { value: 0 },
uResolution: { value: new THREE.Vector2(size.width, size.height) },
uLight: { value: 0 },
}),
[],
);
useFrame((state) => {
if (!mat.current) return;
mat.current.uniforms.uTime.value = state.clock.elapsedTime;
mat.current.uniforms.uResolution.value.set(size.width, size.height);
// Eased rather than snapped, so a scheme flip crossfades.
const u = mat.current.uniforms.uLight;
u.value += ((light ? 1 : 0) - u.value) * 0.08;
});
return (
<mesh>
<planeGeometry args={[2, 2]} />
<shaderMaterial
ref={mat}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={uniforms}
/>
</mesh>
);
}
export function SceneBackground() {
return (
<Canvas
style={{ position: "absolute", inset: 0 }}
orthographic
camera={{ position: [0, 0, 1], zoom: 1 }}
dpr={[1, 2]}
>
<Plane />
</Canvas>
);
}Copy or download any file. The HTML build loads Three.js from a CDN via an import map, so it runs by just opening index.html. The React build is react-three-fiber; setup notes live at the top of each file.
Variants
40 of this pattern · page 1 of 4