Imported library
3427 items in the library.
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- Living nebula shaderSubscription
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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Mesh gradient shader hero
Hero Section
Shadcn-style integration of the prompt's `HeroSection` — a hero whose background is a flowing `@paper-design/shaders-react` MeshGradient under a frosted veil — dropped verbatim into `@/components/ui` and framed as a warm "palette studio": the live hero sits in a registration-bracketed plate while a control deck drives the shader's real props (color stops, distortion, swirl, speed, offsetX) in real time, with light/dark veil toggle, FPS·frame·uptime telemetry, and a tabbed install / props-API / live-usage / why-`components/ui` dock; Onest vendored locally as the Satoshi substitute.
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Molten core shader
Shader
Shadcn-style integration of the `MoltenCoreShader` component — a procedural FBM lava fragment shader rendered full-viewport with Three.js, framed as a live "foundry core monitor" with a base-color toggle, a melt-intensity dial, and a telemetry panel that reads core temperature straight off the GPU.
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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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Moving circles shader
Shader
Faithful shadcn/R3F integration of the prompt's verbatim `moving-circles-shader.tsx` (an isometric space-warping GLSL field that tiles a sphere into every lattice cell and steps it one axis at a time) dropped into `@/components/ui` and framed as **PHASE LATTICE**, a sphere-sonar console — the shader's exact `mod(time,3.0)` axis cycle and eased `t − sin(t·τ)/τ` sweep are decoded in JS to drive a live X/Y/Z phase-axis rail, a sweep meter, and a drift readout that match the GPU frame-for-frame, plus a telemetry ticker (uTime/axis/phase/fps), freeze + speed + hide-UI transport, and a slide-in install/usage sheet; zero-prop `<Component />` stays verbatim, fonts vendored locally.
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Novatrix gradient mesh
Shader
Shadcn/Tailwind v4/TypeScript integration of the prompt's `gradient-mesh.tsx` (the Novatrix `ogl` shader) dropped verbatim into `@/components/ui` and framed as the "NOVATRIX Gradient Mesh Lab" — a water-distorted fractal gradient field under the prompt's `mix-blend-overlay` "Gradient Mesh" headline, with a uniform control deck that promotes every baked-in constant (speed/swirl/scale/rotation/wave amp·freq·speed/grain/offsets/distortion) to a live fader, eight curated 3-stop palettes, an independent FPS·frame·clock telemetry HUD with pause-freeze, and a tabbed install / props-API / usage / why-`components/ui` dock; fonts vendored locally, fully procedural (no image assets).
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Old television shader
Shader
Shadcn/Tailwind/TypeScript integration of the brief's verbatim react-three-fiber `WaveShaderMaterial` (a flowing-sine + 4-octave fractal-noise field mixing two colours into analog snow on one drei `shaderMaterial` quad) dropped into `@/components/ui` and framed as a "Cathode Vault" broadcast monitor — the shader is the live picture tube of a CRT cabinet with scanlines/shadow-mask/vignette glass, a self-typing on-screen channel readout, six tunable channel presets, faders that promote the shader's baked constants to live `uWave`/`uGrain`/`uBright` uniforms, and a phosphor signal meter reading centre-pixel luminance straight off the GPU; the original `PolishedShader` default export is preserved as a drop-in, fonts vendored locally.
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Paper shader resume hero
Hero Section
Shadcn `components/ui` integration of the prompt's `portfolio-hero-with-paper-shaders` — a split-screen designer résumé (`Jessi.cv`) whose right panel is a live `@paper-design/shaders-react` Dithering canvas with its own internal light/dark toggle — dropped in verbatim and framed as a "darkroom" proof: the as-shipped component sits in a crop-marked plate, an ink console promotes every Dithering prop (shape/bayer-matrix/pxSize/scale/speed/colour pair) to live faders with live prop/fps telemetry, a procedural shader-portrait gallery, and a setup/why-`components/ui`/source/props-API story (the invalid `shape="cat"` is corrected to `sphere`); fonts vendored locally.
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Paper shaders control deck
Shader
Instrument-console "Control Deck" for driving live WebGL shaders — four selectable channels (paper-design Mesh Gradient / Dot Orbit / Combined plus the prompt's custom react-three-fiber GLSL Shader Plane + energy rings), a brushed-graphite scope housing with corner brackets/scanlines/vignette, live FPS·frame·uptime telemetry, and speed/intensity faders wired straight into the shader uniforms.
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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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Phosphor 30 shader hero
Hero Section
Shadcn/Vite/TypeScript integration of the brief's raw-WebGL2 `phosphor-30` shader (an 80-step raymarch folding a rotating SDF into ribbons of light via `tanh(o / 5e3)` on one full-screen triangle), framed as a CRT "PHOSPHOR // 30" instrument hero — bezel + corner brackets, a drifting scan line, a phosphor-glow `FIELD OF / LIGHT` headline, live FPS·session telemetry and lucide-react chrome; the prompt's `phosphor-30.tsx` + `demo.tsx` dropped in verbatim alongside a composable type-checked twin, fonts vendored locally.
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Radial aperture shader
Shader
Shadcn/Tailwind v4/TypeScript integration of the brief's raw-WebGL2 `raidal-2` radial-bloom shader (nine accumulating blades on one full-screen triangle, an angular `smoothstep` gate and a `tanh` tone-map), framed as the optical "APERTURE" instrument — a live hero with FPS/uptime telemetry, a control deck that promotes the field's baked-in `9`/`0.03`/hue constants to live uniforms, a GLSL anatomy walkthrough, a self-rendered specimen gallery, and the verbatim drop-in shown contained + fullscreen; 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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Realistic fog background
Shader
"HAAR" sea-fog instrument integrating the prompt's realistic-fog-background — a WebGL fragment-shader fog (six octaves of domain-warped fBm on one full-screen quad lit by a cursor "lighthouse beam") dropped into @/components/ui; the signature visibility gauge reads the shader's own framebuffer luminance off the GPU via gl.readPixels, a control deck promotes every baked constant to a live uniform with a five-patch fog bank (Sea Haar → Pea Souper → Dry Ice → Moor Drift → Clear Dawn), plus a full shadcn/Tailwind/TS integration story; fonts vendored locally.
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Shader animation integration
Shader
Shadcn/ui integration of a zero-prop Three.js WebGL fragment-shader component (radiating RGB lines) — a full-bleed shader hero plus a docs page covering the `components/ui` path, the `three` dependency, copy-paste usage, and a props/state/assets/responsive/placement Q&A.
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Shader flow field rings
Shader
Shadcn/Tailwind/TypeScript integration of the prompt's `ShaderAnimation` (a Three.js fragment shader drawing additive R/G/B interference rings on one full-screen quad), framed as a signal/oscilloscope lab — a live shader hero with transport + FPS/time/uptime telemetry, a signature "channel decomposition" reading each `color[j]` loop as its own live sparkline, an install/`components/ui` story, copyable source tabs, and a props/uniforms API; fonts vendored locally.
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Shader lines showcase
Shader
Shadcn-style integration of the "Shader Lines" component — a generative GLSL line field on one full-screen quad — wrapped in a component-library docs page with a full-bleed live hero, a tabbed copyable source panel, an anatomy walkthrough, and a props/uniforms API, with Three.js r89 and all fonts vendored locally so it runs offline.
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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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Simplex dithering shader
Shader
Shadcn/Tailwind v4/TS integration of the verbatim `DitheringShader` — a WebGL2 ordered-dithering field (simplex/warp/dots/wave/ripple/swirl/sphere crushed through Bayer 2×2/4×4/8×8 or blue-noise matrices into a two-tone halftone) dropped into `@/components/ui`, framed as an amber-on-oxblood "dither bench": the brief's ripple · 2×2 preset full-bleed behind a centered "Simplex" lockup, a live Bayer threshold-matrix panel, and field/matrix/pixel-size/speed controls wired straight to the shader uniforms with an FPS/shader-clock telemetry HUD read off the render loop; fonts vendored locally.
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Spooky smoke shader
Shader
"AETHER" séance instrument that integrates a WebGL2 fbm-noise smoke component — a live observation window tuned by a single `smokeColor` prop, an alchemical reagent tray of preset swatches plus a brass colour dial, and two documented specimen panes, all on a shadcn/ui project structure.
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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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Vhs noise distortion hero
Hero Section
Shadcn/Tailwind/TypeScript integration of the prompt's verbatim `vhs-hero-section.tsx` — a corrupted VHS hero on React Three Fiber: a custom six-octave fbm domain-warp GLSL shader (edge-growing chromatic aberration, a sweeping tracking-error band, glitch sparks, scanlines, film grain, vignette) over 800 cursor-repelling red/white/cyan noise particles, a GSAP `GlitchText` headline (character scramble + RGB text-shadow pulse), and an aggressive GSAP entrance + looping hue-jitter timeline; dressed as a tape deck with a running `HH:MM:SS:FF` timecode and CRT chrome; fonts vendored locally.
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Vitruvian ascii shader
Hero Section
Shadcn/Tailwind v4/TS integration of the prompt's `hero-ascii` "PERFECT PROPORTIONS" hero, with its network-blocked UnicornStudio embed rebuilt as a self-contained HTML-canvas ASCII shader of Da Vinci's Vitruvian Man — bright limbs sweeping between the square and circle poses over a breathing frame, a faint pose-superposition, and a twinkling starfield, under the verbatim UIMIX chrome; JetBrains Mono 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 checks background lab
Shader
Shadcn integration of the prompt's `@paper-design/shaders-react` `<Warp shape="checks" />` dropped into `components/ui` (its malformed JSX fixed) and built into a polished, full-viewport animated checks-warp background — one `<Warp>` in a `fixed inset-0 -z-10` layer behind glassy product UI, a live console of faders for every uniform (proportion, softness, distortion, swirl, swirlIterations, shapeScale, scale, rotation, speed), a shape selector and four mood presets, a live-vs-prompt props ledger, an in-page shadcn/Tailwind/TS setup write-up, and an rAF FPS/frame/uptime telemetry strip; boots on the prompt's exact four-colour config, fonts vendored locally.
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Warp dithering shader
Shader
"DITHER LAB" integration of the verbatim `DitheringShader` WebGL2 component — seven procedural shape fields (warp, simplex, dots, wave, ripple, swirl, sphere) thresholded through random + Bayer 2×2/4×4/8×8 ordered dithering — dropped into shadcn `components/ui` and framed as a live 1-bit CRT console: a full-bleed Warp hero, a driving deck wired straight to the props/uniforms, a click-to-apply shape library, animated Bayer-matrix explainers, and a live props API mirroring the hero state.
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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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Warp shader hero
Hero Section
Shadcn-style integration of the prompt's verbatim `@paper-design/shaders-react` `<Warp>` hero dropped into `components/ui`, framed as the "Paper Warp // Shader Lab" — a brushed-graphite instrument deck where the same hero becomes a live specimen: a parameter bay of faders promotes every Warp uniform (swirl, distortion, scale, rotation…) to a live control, a shape selector and four mood presets re-work the field, an editable four-stop palette, and an FPS/frame/uptime telemetry strip; fonts vendored locally.
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Waves shader oscilloscope
Shader
"OSCILLON" observation deck integrating the prompt's verbatim zero-prop `ShaderComponent` (a black-and-white Three.js coswarp interference field on a single full-screen quad) dropped into `@/components/ui`, framed as a phosphor signal analyzer — corner reticles, scanlines and an edge vignette over the live trace, a live-trace HUD plus a channel legend and a scope deck with a phase-lock meter, all driven off the same `requestAnimationFrame` clock the shader animates on; 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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Webgl rgb shift shader hero
Hero Section
"CHROMA OSC" hero integrating the prompt's `WebGLShader` (a single RawShaderMaterial GLSL pass of additive sine ribbons with R/G/B chromatic-aberration) and `LiquidButton`, framed as a live oscilloscope instrument with corner brackets, an RGB-split headline, a sweeping scan line, and mono telemetry strips reading real FPS / shader uptime.
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Apex scroll hero
Scroll Effect
Apple-product-page-style "Apex" hero whose 5-second F1 sunset film is scroll-scrubbed full-screen (scroll drives `video.currentTime`) with a synced speed/gear telemetry HUD.
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Bloom nested squares
Loader
The shadcn "Bloom" NestedSquares component (25 violet-gradient squares scaling and rotating forever via Framer Motion) staged in a dark motion-specimen studio — a graticule plate, ambient glow, and a calibration rail of dials that retune the live component's ring count, period, stagger, growth, spin and culture.
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Sidi bou said 3d walk
3D Scene
Navigable, fully procedural 3D walk through Sidi Bou Said, Tunisia in a single HTML file.
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scrollcraft engine: zero-dependency scroll runtime driven by data-sc-* attributes (scrub video, pin, pan, flow acts; cues, drift, magnet), with a template page
Scroll Effect
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DepthFigure - A foreground image card held in depth
Card
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TiltCard - A card that tilts up to ~8 degrees in 3D toward the pointer with an opacity-only specular sheen
Card
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MorphBackground - A scroll chapter whose background morphs between a warm and a cool palette by crossfading two stacked full-bleed gradient layers via opacity
Scroll Effect
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KineticHeadline - A heading that splits into per-word, per-line spans which stagger in on transform + opacity as it enters view (split-line-rise vocabulary), reading as one acces
Text Effect
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MagneticCursor - A custom cursor dot that rAF-lerps toward the pointer and snaps toward real focusable magnetic targets on hover, gated to fine pointers and disabled (native cur
Cursor
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Cinematic Scroll Effects Lab - six text treatments, magnetic/depth surfaces, four shader presets on the shared runtime
Landing Page
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Three-plane scroll + pointer parallax with depth of field and aerial perspective
Scroll Effect
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