Backgrounds
Contour
ProA 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.
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.
- Hover effect
- Visual change when the cursor moves over an element.
- Linear
- Constant speed. Avoid for UI; reserve for spinners or marquees.
Related Components
MoirePro
Two 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.
Light Rays
Volumetric god-rays from a configurable origin, optionally following the mouse.
World Map ASCII
A dot-matrix world map whose particles scatter from the cursor.
Constellation
A constellation network. Drifting particles link by proximity, chase and flee the cursor, and glow.
Turing
Gray-Scott reaction-diffusion on the GPU. Two reagents, four terms, and coral, labyrinths and colonies that settle and stop all fall out of the arithmetic. A background that grows rather than loops, and never reaches the same frame twice.
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.