Imported library
3427 items in the library.
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Kind
Mood
Industry
Style (terminal, particles)
Source repo
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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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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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Circuit ledger h15
Landing Page
Dark "quiet circuitry" developer portfolio with a live circuit-board canvas, champagne accents, bento stack and typewriter terminal.
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Monogram terminal h42
Landing Page
"Monochrome Terminal Editorial" developer portfolio — strict greyscale void, JetBrains Mono headlines, Merriweather italic accents, terminal-card hero, cross-fading featured slider, work timeline, and paginated articles.
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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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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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Animated hud targeting ui
App Screen
Shadcn/ui integration of the verbatim `TargetingUI` + `HudFrame` primitives — an animated SVG targeting reticle inside a chamfered, notched clip-path frame — driven as a live avionics fire-control display: a `SCANNING → ACQUIRING → TRACKING → LOCKED` acquisition state machine re-tints and re-draws the reticle per phase over vendored recon stills, with a scrolling bearing tape, a pitch/roll horizon ladder, four bracketed corner readouts of easing tabular-num telemetry, a sensor sweep, and L-brackets that snap shut on lock with an amber flash; cold cyan/white instrument palette with one reserved amber lock accent, fonts + images vendored locally, fully offline.
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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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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 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 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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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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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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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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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 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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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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Aperture minimalist dark
Design System
Full "Minimalist Dark" design-system landing page for fictional dev tool "Aperture" — layered-slate palette with a warm amber accent, vendored Space Grotesk / Inter / JetBrains Mono, drifting ambient glow orbs + noise/grid ambience, a self-driving glass ⌘K command palette that types and streams a deploy log, glass-effect bento features, count-up stats, a numbered workflow + tinted config code panel, a glowing featured pricing tier, accent-line testimonials, an accessible max-height FAQ accordion, and an amber-ring email CTA.
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Copy machine setup
Design System
"Copy Machine" landing-page scaffold built byte-for-byte to a fixed setup spec (Vite + React, TypeScript, Tailwind + tailwind-merge + clsx, Framer Motion, Lucide, `@/`→`/src/` alias) with the spec-pinned files reproduced character-for-character and an empty `App.tsx` awaiting the first component; ships a self-contained dark blueprint/IDE "PROJECT SETUP COMPLETE" status screen (radial-masked grid, drifting glow orbs, scanline, count-up readout, created-file tree, verbatim App.tsx code panel, tech-stack chips, copy-machine rules) rendered as a sibling of `#root`, with vendored Inter/JetBrains Mono, fully offline.
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Scaffold ready splash
Design System
Exact-spec single-page landing scaffold (Vite + React + TypeScript + Tailwind v3, `@/` alias, `cn()` helper, Framer Motion + Lucide) whose App shell — instead of an empty page — renders a polished, self-contained "Scaffold ready" splash: ambient drifting orbs + a panning technical grid, a gradient headline, a self-typing macOS terminal, stack chips, a scroll-sequenced setup checklist, a `src/` file tree, and a dashed "drop your first component" target; fully offline (system fonts) and `prefers-reduced-motion`–aware.
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Vanta Labs
Landing Page
Clarity in the dark · a forensic console.
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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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Sign in - Matrix design system (Bergside / typeui.sh) - A cyber-slick, dark-only Matrix-inspired interface defined by minimalist fashion, high-tech digital elementsSubscription
Matrix design system (Bergside / typeui.sh) - A cyber-slick, dark-only Matrix-inspired interface defined by minimalist fashion, high-tech digital elements
Design System
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Sign in - Mono design system (Bergside / typeui.sh) - Monospace-driven, matrix-inspired design with high-contrast elements, compact density, and a hacker-chic aesthetic.Subscription
Mono design system (Bergside / typeui.sh) - Monospace-driven, matrix-inspired design with high-contrast elements, compact density, and a hacker-chic aesthetic.
Design System
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Heart / Like Burst - Tap pops and fills the heart while small hearts burst outward on canvas
Button
Twitter-style like.
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Success Confetti - Completing an action fires a canvas confetti burst
Button
Rotating rectangles with gravity and spin.
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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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Canvas Particle Effect - 500 drifting particles with O(n²) proximity connections and mouse repel/attract on 2D canvas
Background
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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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Scanline Effect - CRT horizontal lines with optional sweep beam, curvature, and phosphor glow
Background
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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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Particle Constellation - Drifting nodes link with lines when they come close
Background
The network-mesh hero background.
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Flow Field - Particles follow a noise-driven vector field, leaving flowing trails
Background
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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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Sign in - Dimensional Glass - Solid.js + Three.js prismatic glass-panel landing pageSubscription
Dimensional Glass - Solid.js + Three.js prismatic glass-panel landing page
Landing Page
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AI System Configuration Console
App Screen
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Chrome Extension Landing Page
Landing Page
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Force Field Background
Background
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