Imported library
3427 items in the library.
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Kind
Mood
Industry
Style (3d, particles, neumorphism)
Source repo
Effects folder
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Particle hero
Hero Section
Night-sky particle-canvas hero with a clickable gold-mode invert toggle, rotating spotlights, and a radial-reveal headline.
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Woven light hero
Hero Section
Interactive hero with 50k cursor-reactive Three.js particles woven into a torus-knot tapestry, integrated as a shadcn-style component.
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Axis quotient h30
Landing Page
"Quant Brutalist Editorial" landing page for fictional quant-strategy firm Axis Quotient — ink-on-ivory with electric cobalt, animated point-grid hero canvas, colossal QUOTIENT wordmark, ticker marquee, capabilities accordion, count-up metrics, and toggleable engagement pricing.
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Orbital frequency summit h22
Landing Page
"Deep Signal" landing page for a fictional deep-space signals & aerospace-software summit "Orbital Frequency" — observatory-dark void with amber-gold/signal-green accents, Oswald condensed display type, canvas starfield, rotating orbital rings + radar-sweep hero, telemetry strip, mission timeline, floating-beacon pricing passes, and a scroll-tracking signal bar.
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Paper circuit agentic saas h16
Landing Page
"Paper Circuit" — a bright, blueprint-precise light-mode SaaS landing for autonomous-outbound product "Drift": cool off-white dot-grid canvas, Bricolage Grotesque display + Inter Tight + JetBrains Mono, indigo/magenta color-as-wiring, an auto-looping hero icon belt, a floating product mockup (sidebar, metrics, interactive node canvas with animated dashed wires + live email-draft panel) that does mouse-driven 3D parallax, bento features (enrichment flow, hover bar chart, dark agent library, hover-revealed code terminal), portrait testimonial cards, an enterprise governance/YAML block, an indigo CTA strip with a live flipping counter, and a footer with a cursor-spotlight wordmark; all fonts and images vendored, fully offline.
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Velvet vellum agency h4
Landing Page
"Velvet precision" marketing-agency landing page (Velvet Vellum) with an oxblood-maroon hero panel, giant Josefin Sans display type, a bento case-study grid, auto-rotating testimonials, and a faux-3D perspective floor-grid footer.
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Voltframe dev h29
Landing Page
"Bracketed Voltage" developer-portfolio landing on a near-black stage with one electric-yellow accent, a hairline framed hero box with glowing corner nodes, hover-yellow title words, floating particles, pulsing orbs, scroll-revealed skills/work/testimonials, and a mobile slide-in menu.
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Voltline automation h60
Landing Page
"Bone & Volt" industrial AI-automation landing on a warm off-white canvas with graphite ink and a single electric-lime accent, Space Grotesk + JetBrains Mono, a pure-CSS orbiting 3D cube rig with a glowing lime core, a randomized pixel-fill nav button, starfield-reveal CTAs, a count-up stats strip, a 3-card solutions grid, and a dark starfield mission band.
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Emerald glass system
Landing Page
"Obsidian" glassmorphism design-system showcase — a monochrome black/zinc page with vibrant emerald (#34D399) highlights, vendored Inter, a floating blur(20px) glass pill nav, a 92vh dark hero with a 22vw CREATE backdrop word and a vertical stack of glass stat cards, a light feature grid with a dark System Analysis card animating progress bars, a #18181B workflow block with numbered glass steps and a 3D-rotated code mockup with a bouncing Deployed tag, a 3-tier bento pricing grid, and a black editorial footer; grain overlays on every dark surface, reveal-on-scroll motion, fully offline.
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Nocturne bento h28
Landing Page
"Midnight Atelier" dark designer portfolio — animated perspective-grid floor, acid-lime accent, Fraunces serif + Inter Tight, bento-grid glass hero, pointer parallax, scroll reveals, and a validated contact form.
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Animated dots rain
Background
Shadcn/ui integration of the verbatim `AnimatedDots` component — a raw-`<canvas>` dot rain where columns of dots fall and each dot bleeds a single R/G/B channel from black to full as it accelerates down, then recycles with a new colour and speed — dropped into `@/components/ui` and framed as a component lab: a full-bleed live hero (the verbatim demo) with a render-FPS/uptime telemetry strip, a control deck of faders wired to every real prop (dotsNum/dotRadius/dotSpacing/speedRange/opacity + blend-mode and background-colour controls) with named presets and a live-usage snippet, a shadcn-CLI integration story explaining the default paths and why `/components/ui` matters, and a props API with the prompt's data/state/assets/responsive/placement Q&A; zero runtime deps, zero component assets, fonts vendored locally, fully offline.
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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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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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Cathedral raymarch shader
Shader
"VAULTWORK · Cathedral of Light" — the prompt's verbatim WebGL2 volumetric ray-march (a 50-step fragment shader that folds a vaulted nave of leaded, sine-rainbow light) dropped unchanged into shadcn `@/components/ui` and framed by a thin `CathedralStage` wrapper that keeps the exact `mainImage` body while promoting its hidden knobs (pixelRatio / timeScale / paused / exposure) to props and reading center-pixel luminance off the GPU; the chrome is a cathedral-light analysis bench with gothic tracery, named light regimes, a brass control deck, a pointer-tracking rose-window reticle, and a GPU-sampled telemetry strip (nave clock, FPS, dominant stained-glass channel); fonts vendored locally, zero image assets.
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Celestial bloom shader
Shader
Procedural GLSL "Celestial Bloom" fragment shader — a five-petalled nebula with a glowing star core and twinkling field, rendered full-viewport with Three.js and framed as an observatory specimen plate with reticle corners, a Fraunces hero lockup, and a live telemetry HUD (mission clock, render FPS, petals) driven by the shader's own per-frame state; 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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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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Dotted surface waves
Background
Shadcn/Tailwind v4/TS integration of the verbatim `DottedSurface` component — a full-viewport three.js `Points` lattice (40 × 60 = 2,400 dots) displaced by two crossing sine waves — framed as a quiet "field generator" with a centred Geist Mono lockup + radial glow and a live `next-themes` toggle that flips the dot palette (light dots on dark ↔ dark dots on light) in real time; 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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Generative mountain scene
3D Scene
Shadcn/Tailwind/TypeScript integration of the brief's `GenerativeMountainScene` — a solid 128² Three.js plane raised into a mountain massif by two octaves of 3D simplex noise in a custom GLSL vertex shader and lit by a fresnel+diffuse fragment shader off a cursor-driven point light — framed as the "ORONOMY" terrain-survey station with a viewfinder stage (corner brackets, scanlines, sweep), freeze-drift + ridge-tint controls, and a live telemetry HUD reading real FPS / survey clock / `time` drift / point-light X·Y·Z straight off the render loop; fonts vendored locally.
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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.
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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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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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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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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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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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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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Clay design system
Design System
"Claymakers" High-Fidelity Claymorphism design-system showcase — premium digital clay with reusable 4-layer shadow stacks (deep/card/button/pressed), a candy-shop palette and vendored Nunito/DM Sans, super-rounded radii, gradient hero text, an abstract nested-clay hero, breathing count-up stat orbs, a bento feature grid with a peeking panel, a live squish/recessed-input playground, a fanned-tablet split, pricing with a scaled "popular" tier, testimonials, a recess-on-open FAQ, a working CTA, and a reduced-motion-safe blob world.
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Corporate trust design system
Design System
"Northwind" Corporate Trust design-system showcase — a modern enterprise-SaaS landing fully expressing the style: indigo→violet gradients, colored (blue/violet-tinted) shadows, an isometric 3D hero dashboard, soft blurred blobs, a split gradient headline, zig-zag deep-dives on tilted gradient slabs, a count-up stats band, glowing numbered steps, a scaled "popular" pricing tier, a details/summary FAQ, and a dramatic dark final CTA — all on centralized tokens.
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Industrial skeuomorphism
Design System
"SCHEMATIC" Industrial Skeuomorphism design-system showcase — a tactile hardware-control landing built on centralized neumorphic tokens, with an all-CSS hero device mockup (scanline screen + live dashboard), glowing LED status indicators, corner screws & vent slots on every panel, a cylindrical How-It-Works pipe connector, push-pinned testimonials with masking tape, punched-hole pricing tags, a conic-gradient radar sweep, recessed "data slot" inputs, and a matte-plastic noise overlay; vendored Inter/JetBrains Mono and all assets, fully offline & responsive.
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Neumorphism soft ui
Design System
"SOFTFORM" Neumorphism (Soft UI) design-system showcase — one cool-grey surface (`#E0E5EC`) where dual opposing RGBA shadows carve every edge: extruded / inset / inset-deep / nested depth states, hyper-rounded 32px corners, floating concentric-circle hero art, a working component playground (buttons in all states, inset inputs with accent focus rings, a switch, segmented control, draggable+keyboard slider), an inset token gallery, a soft-dark theme toggle, and zero borders anywhere; fully offline.
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Sign in - Cinematic Scroll Website - Reusable AI Build KitSubscription
Cinematic Scroll Website - Reusable AI Build Kit
Landing Page
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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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AUREUS
Landing Page
Digital Wealth, Managed.
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AUREUS
Landing Page
Into the Vault (Scroll-Scrubbed Chrome Flight).
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OBSIDIAN
Landing Page
Crystalline Monolith.
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AETHER
Landing Page
Volumetric Atmosphere Engine.
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NEXUS · IMMERSIVE LAB
Landing Page
Spatial Computing Studio.
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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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Exploded view in three.js from markup (parts list as no-JS fallback, or a GLB)
3D Scene
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