Imported library
3427 items in the library.
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Kind
Mood
Industry
Style (neon, neumorphism)
Source repo
Effects folder
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Helix vault h55
Hero Section
"Institutional Crypto Terminal" hero for Helix Vault — emerald blade of light, glass portfolio dashboard mockup with count-up balance, growing bar chart, live ticker and scan-line, all framework-free.
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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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Synapse design system
Landing Page
"Synapse" futuristic vantablack (#030303) design-system landing built same-to-same from a spec — violet (#8B5CF6) + cyan (#06B6D4) neon accents, vendored Instrument Serif + Inter, three floating blurred ambient orbs, a 672px glass nav pill, a massive centered serif hero with a shimmering gradient last word and staggered load entrances, a Shiny Border Button with a 4s spinning conic-gradient border, a 40s infinite metrics ticker, a 6-card reveal-on-scroll feature grid with violet/cyan hover glows, a syntax-highlighted synapse.config.ts IDE block with a copy button, and an emerald "All Systems Operational" pulsing-dot footer; cubic-bezier(0.23,1,0.32,1) motion throughout, fully offline.
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Voltmark engineer terminal h24
Landing Page
Electric-yellow dark engineer portfolio with terminal typewriter, code-chip hero, marquee, and filterable project grid.
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Terminal cli control deck
App Screen
"ACME Control Deck" infrastructure panel built in a phosphor-green Terminal CLI design system — centralized tokens, composable windows/panes, ASCII art logo, typewriter headline, raw-data ASCII progress meters, a live syslog feed, an interactive zsh console, a box-less access form, and a subtle CRT scanline overlay.
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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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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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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 matrix terminal
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`, reframed as "Meridian Station · Orbital Relay 9" — a retro-CRT relay terminal that types a boot/login handshake over the live feed and lands on ACCESS GRANTED; a cursor reticle marks the warp lock and a bottom telemetry strip (feed clock, warp x·y, render rate, carrier state) is sampled straight off the GPU loop; freeze/recalibrate controls drive the shader clock, 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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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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Dynamic waveform shader
Shader
Shadcn-style integration of the `ShaderCanvas` "Dynamic Waveform" — a Three.js fragment shader that stacks up to eight mouse-warpable sine harmonics into a glowing signal trace — dropped into `@/components/ui` and framed as a CRT "Signal Analysis Bench" with an oscilloscope graticule, corner reticles, two-trace colour trims, five faders wired straight to the shader uniforms, four channel presets (Baseline / Signal Scan / Deep Sea / Vaporwave), and a live telemetry strip (sweep time, refresh, trace level, harmonics) read off the shader's own per-frame state; fonts vendored locally.
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Electric waves shader
Shader
Shadcn/Tailwind v4/TS integration of the prompt's `ElectricWavesShader` (a Three.js fragment shader piling additive R/G/B sine-interference lines onto one full-screen quad), framed as the "ARCWAVE" signal instrument — viewfinder brackets, CRT scanlines, the component's own five-slider uniform deck (wave count / amplitude / frequency / brightness / colour separation), and a live FPS / uptime / resolution telemetry HUD; system fonts, runs offline.
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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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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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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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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 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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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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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 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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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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NOVADECK
Landing Page
System 2000.
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Sign in - Cosmic design system (Bergside / typeui.sh) - Futuristic sci-fi aesthetic with dark themes, vibrant neon accents, and immersive spatial elements.Subscription
Cosmic design system (Bergside / typeui.sh) - Futuristic sci-fi aesthetic with dark themes, vibrant neon accents, and immersive spatial elements.
Design System
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Sign in - Neon design system (Bergside / typeui.sh) - Electric neon glow effects with high-contrast color pairings for bold, attention-grabbing interfaces.Subscription
Neon design system (Bergside / typeui.sh) - Electric neon glow effects with high-contrast color pairings for bold, attention-grabbing interfaces.
Design System
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Sign in - Neumorphism design system (Bergside / typeui.sh) - Soft, extruded UI elements with inner and outer shadows on monochromatic surfaces for a tactile, embedded look.Subscription
Neumorphism design system (Bergside / typeui.sh) - Soft, extruded UI elements with inner and outer shadows on monochromatic surfaces for a tactile, embedded look.
Design System
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Glitch Text - RGB-split copies jitter behind animated clip-path slices
Text Effect
The datamosh / signal-loss aesthetic.
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Scanline Effect - CRT horizontal lines with optional sweep beam, curvature, and phosphor glow
Background
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Breathing / Pulsing Glow - Radial glow expands and contracts on a 5-second breath cycle
Background
Calm resting state.
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Synthwave Grid - A perspective grid scrolls toward a glowing sun
Background
The retro synthwave horizon.
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Matrix Rain - Columns of glowing characters fall down a dark canvas, leaders bright and trails fading
Background
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AI System Configuration Console
App Screen
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Aurora Glass
Form
Sign in to the canvas.
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Cinematic Style
Landing Page
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Claymorphism Mobile App: Pastel Habit Tracker Home
App Screen
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Coverflow
Landing Page
Carousels that turn heads (dark coverflow aurora).
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Disruptor Beta Launch
Landing Page
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Gen-Z Social App
Landing Page
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Glassmorphism Style
Landing Page
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Glow Cursor Button
Button
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High energy onboarding
Form
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Hyperspeed Background
Background
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