Imported library
3427 items in the library.
This is part of a CreativePower subscription. Subscribe to see its code and use it in your pages. Sign in
Kind (shader)
Industry
Style (monochrome)
Licence
Source repo
- Subscription
Blue meshy shader lab
Shader
Faithful shadcn integration of the verbatim WebGL2 "blue meshy" background — a procedural domain-warped fractal-noise (fBm) sea on a single full-screen quad, transparent-compositing through a 20-step blue palette — dropped into `@/components/ui` and framed as a component lab: the live shader as a full-bleed `min-h-screen` hero carrying the shipped "Turning Ideas Into Impact" lockup, then a setup guide, anatomy, a props + shader-constant reference, and a usage gallery; the only deltas to the verbatim file are a valid `join(", ")` and a `cancelAnimationFrame` cleanup for StrictMode safety, fonts vendored locally.
This is part of a CreativePower subscription. Subscribe to see its code and use it in your pages.
Sign in - Subscription
Blueprint ascii grid shader
Shader
"GRIDLINE" shadcn-style integration of the brief's verbatim WebGL2 `asd.tsx` — a deep-navy four-point mesh-gradient blueprint grid with ASCII glyphs stamped on the major intersections, drift, vignette, value-noise grain and Bayer dithering — dropped into `@/components/ui` and framed as a live instrument: a telemetry HUD (iTime/FPS/iResolution/iMouse), a control deck promoting the shader's baked constants to live uniforms, a per-pixel anatomy walkthrough, and a full shadcn/Tailwind/TS integration story; fonts vendored locally.
This is part of a CreativePower subscription. Subscribe to see its code and use it in your pages.
Sign in - Subscription
Dithering sphere shader
Shader
"DITHER LAB" showcase for the `designali-in/dithering-shader` component — a WebGL2 fragment shader that resolves seven procedural fields (sphere, ripple, swirl, warp, dots, wave, simplex) to 1-bit through ordered Bayer or stochastic dithering — dropped into `@/components/ui` and framed as a 1-bit print instrument: a full-bleed live hero with an FPS/frame telemetry HUD, a control deck promoting every prop (shape, dither type, pxSize, speed, colours) to a live knob, a signature panel that renders the shader's actual Bayer threshold matrix and live-dithers a tonal ramp, plus a lazy-mounted shape index; fonts vendored locally.
This is part of a CreativePower subscription. Subscribe to see its code and use it in your pages.
Sign in - Subscription
Glsl hills shader
Shader
Shadcn/Tailwind/TypeScript integration of the brief's verbatim `GLSLHills` — a monochrome 3-octave Perlin hill range on one 256² `RawShaderMaterial` plane, folded to face the camera and pushed forever forward so its far ridges dissolve into haze — dropped into `@/components/ui` and framed as the "FOGBANK" low-visibility terrain monitor: the canonical demo lockup floats over a viewfinder stage (reticle, scanlines, sweep), a drift console of four faders promotes the props + baked fog/haze constants to live uniforms with four field presets, and the signature visibility gauge plus a telemetry strip read drift clock / FPS / cam depth / visibility (km) and ridge-crest straight off the GPU framebuffer; hold/resume drives the shader clock, fonts vendored locally.
This is part of a CreativePower subscription. Subscribe to see its code and use it in your pages.
Sign in - Subscription
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.
This is part of a CreativePower subscription. Subscribe to see its code and use it in your pages.
Sign in - Subscription
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.
This is part of a CreativePower subscription. Subscribe to see its code and use it in your pages.
Sign in - Subscription
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.
This is part of a CreativePower subscription. Subscribe to see its code and use it in your pages.
Sign in