Imported library
3427 items in the library.
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Mood (futuristic)
Style
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Abstract glassy shader
Shader
GLASSWORKS — a drop-in WebGL2 metaball field (two SDF circles fused with a smooth union, an exponential glow and a cosine spectrum) integrated into shadcn `components/ui` and framed as a glass component lab: a live telemetry HUD reading the shader's own blob centres/FPS/clock, a control deck of faders that promote the baked-in constants to live uniforms, copyable source tabs, and a props/uniforms API; fully procedural with a CSS metaball fallback.
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Aether flow shader
Shader
Faithful shadcn integration of the **Aether Flow** component — a procedural fractal-noise (fBm) gas rendered on a single full-screen Three.js quad — framed as an *atmosphere synthesizer* console: a left instrument rail of five faders (Hue/Speed/Intensity/Complexity/Warp) wired straight to the shader's `u_*` uniforms, a named patch bank (Nebula/Ember/Abyss/Drift/Solar/Bloom), pointer-driven warp, and a live telemetry strip reading the field's per-frame state back out; fonts vendored locally.
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Ai input wave hero
Hero Section
"Wavelength" integration of the prompt's `HeroWave` AI-input hero (a Three.js + GSAP wavefield of up to 256 instanced, 23.4°-skewed bars driven by two keyframed sine waves, lit with an UnrealBloom pass and a custom film-grain ShaderPass, glowing under the cursor) dropped into `@/components/ui` with its `mini-navbar` dependency — the verbatim component's self-typing "Make me a…" prompt box sits over the canvas, framed by a live FPS/uptime HUD, an `onPromptSubmit` toast, and a shadcn/Tailwind/TypeScript install + props story; fonts vendored locally.
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Animated shader background
Shader
"AnoAI" product hero set over a full-viewport three.js aurora fragment shader, integrated as a shadcn `components/ui` piece, with a graceful CSS-aurora fallback when WebGL is unavailable, vendored Geist font + generated avatar art, and a headless screenshot-based shader verification.
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Anomalous matter hero
Hero Section
Shadcn/Tailwind/TypeScript integration of the `AnomalousMatterHero` — a simplex-noise-displaced Three.js icosahedron wireframe with a fresnel rim glow and a cursor-tracked point light, framed as a "containment lab" specimen: faders wired straight into the displacement/glow/speed uniforms, a live "anomaly energy" telemetry panel that reads center-pixel luminance off the GPU, plus a reticle scope and corner brackets; fonts vendored locally.
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Atc tunnel shader
Shader
Shadcn-style integration of the prompt's `ShaderDemo_ATC` "ATC one-liner" — a single WebGL2 fullscreen fragment shader ray-marching a cosine-folded chromatic warp tunnel — dropped into `@/components/ui` and framed as an "Aperture Transit Corridor" instrument: a vertical depth gauge whose reticle rides the shader's own marching clock, a chromatic-split wordmark, a hold/resume control wired to the shader's `paused` prop, and a telemetry rail reading real per-frame depth + FPS off the GPU loop; fonts vendored locally.
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Aura core shader
Shader
Shadcn-style integration of the brief's verbatim `AuraCore` WebGL2 energy-core shader (inlined-OGL renderer, HSV core with ten rotating rays, fbm-distorted surface, cursor-reactive particle field) dropped into `@/components/ui`, framed as a plasma-containment console — the component's four sliders become reactor field controls, four named profiles snap the shader to regimes, and a telemetry deck reads containment integrity / excitation straight off the GPU clock with a freeze control; fonts vendored locally.
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Celestial matrix shader
Shader
Shadcn-style integration of the verbatim Three.js "Celestial Matrix" shader (blue-to-green digital rain bent around a cursor-driven gravitational warp) dropped into `@/components/ui`, framed as a deep-space signal console — a cursor reticle tracks the warp center while live readouts report render rate, feed time, and warp coordinates; freeze/recalibrate controls drive the shader clock, fonts vendored locally.
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Celestial sphere shader
Shader
Shadcn-style integration of the verbatim Three.js "Celestial Sphere" shader (a cursor-warped fractal-noise nebula over a twinkling star field on one full-screen quad) dropped into `@/components/ui`, framed as the `VANTA-IX` deep-field navigation console — a cursor-tracking gimbal reticle and a warp vector visualise the exact `u_mouse` shift the shader applies, live telemetry reads feed time / FPS / warp x·y / hue, and four faders promote the brief's props (hue, speed, zoom, particleSize) to live GPU uniforms; fonts vendored locally.
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Cosmic plasma web
Shader
Shadcn integration of the brief's verbatim OGL `PlasmaWeb` shader (a layered plasma lattice of pulsing nodes, curl-flowed connective streams and excited particles that bends toward the cursor) dropped into `@/components/ui` and framed as a cursor-driven "field resonance console" — a 60fps cursor-tracking reticle stands in for the pointer (so the interaction reads in the silent recording), faders re-drive the shader's hue/density/glow/attraction/energy props live, named presets snap the lattice between regimes, and a telemetry panel reads render FPS / cursor x·y / an engagement signal off the loop; fonts vendored locally.
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Crystal voronoi shader
Shader
Shadcn-style integration of the prompt's `crystal-shader` (`InteractiveShader`) — a raw-WebGL two-pass warped Voronoi lattice with a cursor repel field, ported to TypeScript and framed as the "Cryolite Lab" crystallography specimen station: a caliper-framed full-viewport shader with a counter-rotating goniometer reticle, live GPU telemetry (FPS, centre-pixel luminance + spectral cast read via `gl.readPixels`), and four calibration faders wiring the brief's `cellDensity`/`animationSpeed`/`warpFactor`/`mouseInfluence` props to live uniforms; zero runtime libs (raw WebGL, no three.js), fonts vendored locally.
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Crystalline cube shader
Shader
Shadcn-style integration of the verbatim WebGL "Crystalline Cube" component — a sine-carved, ray-marched SDF box lit by a mouse-driven key light and an Inigo-Quilez palette — framed as a lapidary analysis bench: a reticle-bracketed specimen window, a facet console of four faders that promote the component's props (complexity, dispersion, loupe gain, light parallax) to live uniforms, a four-specimen preset catalog, and a telemetry strip reading FPS, derived facet count, refractive index and carat; fonts vendored locally, with a graceful WebGL-offline fallback.
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Cybernetic grid shader
Shader
Shadcn-style integration of the verbatim Three.js "Cybernetic Grid" shader (a pulsing cobalt lattice with magenta energy crawling the intersections and a white glow that warps the grid around the cursor) dropped into `@/components/ui`, framed as a lattice-integrity diagnostic console — a probe caliper snaps to the warp center and reports its coordinates, an integrity gauge fills with render rate, and hold/re-seed controls drive the field clock; Chakra Petch type and fonts vendored locally.
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Exoplanet survey shader
Shader
Shadcn-style integration of the brief's verbatim Three.js "Celestial Sphere" `ShaderCanvas` (six-octave FBM cloud deck + Fresnel atmosphere rim on a rotating `SphereGeometry`) dropped into `@/components/ui`, framed as a "Stellar Cartography" exoplanet survey — the sphere sits inside a brass eyepiece with an engraved reticle and radar sweep, two nebula colour chips plus rotation / cloud-density / glow dials and the brief's three world presets, a catalog card deriving spectral class / rotation period / albedo from the live props, and a telemetry strip reading the shader's own per-frame clock, FPS and longitude; fonts vendored locally.
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Galactic spiral shader
Shader
Shadcn-style integration of the verbatim Three.js `ShaderAnimation` (a 7-colour neon-rainbow spiral GLSL fragment shader) dropped into `@/components/ui`, framed as a deep-field "survey transmission" — a registration-corner plate, a Galactic Spiral hero lockup over a legibility scrim, and a live telemetry ledger reporting mission clock, measured render FPS, and drifting R.A./Dec. coordinates; fonts vendored locally.
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Gaming vibe shader
Shader
Shadcn-style integration of the brief's "Gaming vibe Shader" (`neno-shader.tsx`) — a Three.js neon ring field (electric blue → magenta) that warps, breathes and rotates — dropped into `@/components/ui` and framed as the "NENO RIG" arcade-rig boot diagnostic, with an Orbitron cabinet marquee lockup, an overclock control deck of four faders (clock/rings/warp/sync) plus RGB profiles wired straight into the shader uniforms, pointer parallax with a targeting reticle, and a live telemetry HUD; fonts vendored locally.
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Hero futuristic webgpu
Hero Section
Faithful shadcn integration of the **Hero Futuristic** component — a depth-mapped portrait dissolved into a scanning **dot-matrix** field, rendered through a **Three.js WebGPU** pipeline written entirely in **TSL**: a colour texture + companion depth map drive a node material that parallax-shifts the image by the cursor, masks it into cellular-noise dots, and sweeps a depth-driven reveal, then a TSL post pass adds **bloom** + a travelling red scan line; headline reveals word-by-word over the top. Async-renderer `gl` callback (WebGPU → WebGL2 fallback) needs @react-three/fiber v9; texture, depth map and fonts vendored locally.
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Hex shield shader
Shader
Shadcn-style integration of the brief's verbatim `shield-shader.tsx` — a 100-step `three` + `@react-three/fiber` fragment shader that folds a mirrored hex lattice onto a sphere distortion and `tanh`-tonemaps a cyan→violet arc field — dropped into `@/components/ui` and framed as the "AEGIS" deflector-array console: a typed sibling promotes every baked GLSL constant (dome bias, curvature, hex scale, drift, edge/arc gain, falloff, tint) to a live uniform driven by a calibration deck, five named deflector profiles snap the field to regimes, a cursor-tracked impact reticle lights the dome, and a circular shield-integrity gauge plus a telemetry strip read render rate / impact charge / shield clock straight off the GPU loop with a freeze control; fonts vendored locally.
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Hive noise shader
Shader
"HIVE" — a faithful shadcn integration of the prompt's verbatim `hive.tsx` component, a single full-screen **WebGL2** fragment shader that raymarches a 20-step noise field and tints it with a flowing amber → magenta cosine spectrum; dropped **unedited** into `@/components/ui` (zero props, zero deps, zero assets) and mounted as a fixed full-viewport backdrop under a frosted shader lab: a hero, a spec HUD reading the shader's real shape (its `u_res`/`u_time` uniforms, raymarch steps, DPR clamp) instead of faked telemetry, an integration ticker, and a below-the-fold integration story (default paths, why `components/ui`, from-scratch setup, copyable source, a render-pipeline walkthrough, and a props/state/assets Q&A); CLI-verified with a headless screenshot light-check.
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Horizon strata shader
Shader
"STRATA" shadcn integration of the brief's verbatim WebGL2 `lab.tsx` — a single fullscreen fragment pass that folds space into repeating 4-unit horizon strata (`p.y = abs(mod(d - 2.0, 4.0) - 2.0)`) over a cosine-tube ground plane and flies it toward the vanishing point (`p.z -= t`), tanh-mapped — dropped into `@/components/ui` and framed as a deep-field stratigraphy scanner: a right-edge layer gauge whose reticle rides the shader's own march clock (one sweep per band), a chromatic-split STRATA wordmark, a hold/resume control wired to the component's real `paused` prop, and a telemetry rail reading live depth/frame/FPS off the GPU loop via `onSample`; CSS-strata fallback when WebGL2 is unavailable, fonts vendored locally.
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Launch shader
Shader
Shadcn-style integration of the brief's verbatim WebGL2 `Component` (`launch.tsx`) — a single fullscreen fragment shader ray-marching a churning molten engine plume (camera at `vec3(0,-2,7)`, an animated turbulence loop folded into a `cos`-rippled SDF floor, accumulated into a hot red/amber channel and `tanh` tone-mapped) — dropped into `@/components/ui` and framed as a rocket **ignition control console**: a vertical thrust gauge whose reticle rides the shader's own clock, a heat-glow LAUNCH wordmark, an Ignite/Hold control wired to the shader's `paused` prop, an arming launch-sequence rail, and a telemetry rail reading real altitude/throttle/`iFrame`/FPS off the GPU loop; auto-detects software WebGL to keep captures fluid while real GPUs render full-res; fonts vendored locally.
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Liquid crystal shader
Shader
Shadcn-style integration of the verbatim raw-WebGL `liquid-crystal` component (simplex-noise interference bands on a single mouse-warped full-screen quad) dropped into `@/components/ui`, framed as a polarized-light optics bench — the prompt's top-left ControlsPanel drives the hue/speed/noise/warp/zoom/brightness uniforms, a crossed-polarizer reticle tracks the mouse-warp centre, an instrument rail reads live FPS/render clock/birefringence off the shader's own per-frame state, and an integration docket documents the drop-in; fonts vendored locally.
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Living nebula shader
Shader
Shadcn-style integration of the brief's `LivingNebulaShader` — a two-layer fbm gas cloud (magenta plasma + ion-blue) that lenses around the cursor, rendered full-viewport with Three.js and framed as a deep-sky observatory sky-feed console: corner brackets, a scope scanline, a cursor lens reticle, and a live telemetry rail reading the shader's own per-frame state (feed clock, render FPS, and warp coordinates computed with the exact GLSL normalization); fonts vendored locally.
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Morphing light shader
Shader
Faithful shadcn integration of the brief's verbatim `MorphingLight` Three.js shader (radially symmetric pink↔cyan morphing interference fringes on one full-screen quad) dropped into `@/components/ui` and reframed as **FRINGE**, a tabletop interferometer — the shader's baked constants (`2.5`/`4.0`/`8.0` + an HSV hue rotation) are promoted to four live "beam" faders, five named emission sources snap the field to stored uniforms, a concentric fringe reticle mirrors the shader's own radial symmetry, a cursor caliper reads fringe order at the optical axis, and a detector strip reads clock/FPS/axis intensity straight off the GPU via `gl.readPixels`; zero-prop `<MorphingLight />` stays byte-for-byte original, fonts vendored locally.
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Paper shaders hero lab
Hero Section
Shadcn integration of the 21st.dev "Beautiful Shader Experiences" hero (two stacked `@paper-design/shaders-react` `MeshGradient` layers + a rainbow `PulsingBorder` ring with orbiting marquee), copied verbatim into `components/ui` and framed as a dark instrument console — a Showcase/Lab view toggle, a control deck promoting the baked-in shader constants to live `config`/`pulse` uniforms (colour stops, base/wire speed, distortion, swirl, wire opacity, wireframe, pulse speed/glow), a telemetry HUD whose colour chip is sampled straight off the live shader canvas, and an install / props / why-`components/ui` / responsive dock; module-augmented types keep the drop-in byte-for-byte, fonts vendored locally.
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Radial shader
Shader
"Radial Bloom" — verbatim shadcn `components/ui` integration of the brief's single-file WebGL2 fragment shader (seven polar-gated rings blooming from one full-screen triangle, each rotating at its own `t·sin(i²)` rate under a phase-shifted cosine palette and a `tanh` tone-map), dropped in unedited and framed as an observatory instrument: the fullscreen component renders as a fixed background under a glass hero lockup, a right-rail telemetry HUD mirrors the shader's own `iTime`/`iFrame`/FPS and per-ring phase, and a scrollable deck documents the shadcn/Tailwind/TypeScript setup, the `components.json` aliases, why `components/ui` matters, the props/uniforms API, and a GLSL anatomy walkthrough; zero image/shader-library dependencies, fonts vendored locally.
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Shader plasma grid background
Shader
"PLASMASIGNAL" showcase for a drop-in WebGL plasma-grid background (shadcn `components/ui`) — the brief's fragment shader ported to TS, wrapped in a "Signal Lab" page with an oscilloscope HUD reading live `iTime`/FPS/`iResolution`, and a control deck of faders that promote the shader's baked-in constants to live uniforms to re-tint/re-shape the whole field in real time.
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Shader spectral clock
Shader
"SPECTRA CLOCK" integration of the brief's verbatim `shader-clock.tsx` — a raw-WebGL eight-fold cosine/sine domain warp coloured by a wavelength→RGB spectrum, with a live clock, editable location and °C/°F toggle floating over it — dropped into `@/components/ui` and framed as a spectral-field timepiece lab: a frosted clock card over the live field, a telemetry HUD reading the shader's own `iTime`/FPS/centre-pixel colour off the GPU, a control deck promoting the four baked GLSL constants (`for(i<8)`/`p*=2.0`/`p.y*50.0`/`iTime`) to live uniforms, a six-city world-preset bank with locally-generated skyline stills, a Freeze control and a CSS-aurora WebGL fallback; the verbatim `demo.tsx` is embedded untouched and fonts are vendored locally.
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Starship shader
Shader
"HELM-9 · FTL Navigation Console" integration of @XorDev's verbatim "Starship" warp-streak fragment shader (a 50-step `exp(sin())` accumulation over a noise-warped distance field, `tanh`-tonemapped on a pure-black hull) rendered on a `@react-three/fiber` fullscreen quad and dropped into `@/components/ui` — framed as a starship helm with a signature velocity ladder whose caret rides the shader clock, throttle/exposure faders + named drive regimes wired to optional `speed`/`intensity`/`paused` props, an engage-jump / hold-field sequence, and a live field-clock/velocity/distance/FPS telemetry deck read off the per-frame callback; full shadcn/Tailwind/TS integration story, fonts vendored locally.
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Volumetric beams shader
Shader
"BEAMWORKS" optics-bench integration of the brief's verbatim `volumetric-beams` component — a full-screen Three.js + R3F single-scatter raymarch firing an angular star of light beams (Beer–Lambert transmittance, Henyey–Greenstein phase, depth twist, striation ribbing, film grain) dropped into `@/components/ui` and framed as a calibration bench: 18 grouped faders wired to every `u*` uniform, six named beacon presets (Searchlight = the brief's `demo.tsx`), and a live telemetry panel reading render rate / beam flux / spectral cast back off the canvas; the brief's `demo.tsx` is also rendered verbatim; fonts vendored locally.
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Warp drive shader bridge
Shader
"WARP DRIVE" starship-bridge integration of the prompt's verbatim WebGL warp-tunnel shader (an orthographic full-screen quad of RGB-split light filaments steered by `iMouse`) dropped into `@/components/ui` — the signature `NavReticle` gauge locks to the tunnel's vanishing point and reads warp factor / heading / FPS off the shader's own `onFrame` loop, a docked helm console surfaces the raw `iTime`/`iMouse`/`iResolution` uniforms with a `warpSpeed` throttle, and the page tells the shadcn/Tailwind/TypeScript install story; fonts vendored locally.
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Webgl flowing gradient shader
Shader
Shadcn/Tailwind v4/TS integration of a raw-WebGL flowing-gradient fragment shader, framed as the "PRISMA Shader Lab" — a cursor-reactive fractal field with viewfinder chrome, a layers/glow/speed control rail, and a live FPS/time/resolution telemetry HUD.
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Scramble / Glitch Text - Characters cycle randomly before locking left-to-right
Text Effect
Decryption and sci-fi aesthetic.
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Ray Marching / SDF - 3D scene entirely in a fragment shader
Shader
Sphere blend, boolean ops, infinite repetition.
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GPGPU Particle System - 65k+ particles computed in WebGL2 textures
Shader
Physics in a shader, texture ping-pong.
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Starfield / Space Particles - Stars drift outward from center with parallax depth
Background
Slow ambient speed, never hyperspace.
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Synthwave Grid - A perspective grid scrolls toward a glowing sun
Background
The retro synthwave horizon.
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Hero button expandable
Shader
Shadcn/Tailwind v4/TS integration of the prompt's `hero-button-expendable` — a GodRays-lit "Nexus" hero whose pill CTA performs a framer-motion shared-layout morph (`layoutId`) into a full-screen MeshGradient demo-request modal with an animated idle→submitting→success form; both shaders from @paper-design/shaders-react, fonts vendored locally.
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Sdf dreamscape shader
Shader
Shadcn-style integration of the verbatim "SDF Dreamscape" component — a native-WebGL fractal signed-distance-field (a recursive Julia-fold bent live by the cursor) ported to strict TS in `@/components/ui` and reframed as the "Oneirograph" dream-recorder console: a Big Shoulders hero lockup, a registration frame + reticle, four tuning dials (Spectrum/Drift/Recursion/Lens) annotated with their `u_*` uniforms, Lucid/Abyssal/Solar/REM presets that snap all four at once, and a live telemetry strip reading the shader's own FPS and dream clock; fonts vendored locally.
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Thermal shader imaging
Shader
"THERMA — Thermal Imaging Bay" integration of the prompt's verbatim `ThermalEffect` (Apple-style three.js shader painting a pointer-reactive 7-stop thermal gradient inside a logo's alpha mask) dropped into `@/components/ui`, framed as thermographic hardware — bracketed viewports with a reticle, a live sensor-clock/FPS/core-temp telemetry HUD, the brief's `logo × logo` two-up plus a specimen tray, a palette/LUT calibration ramp and props API; logo masks are drawn on a canvas at runtime so it runs fully offline.
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