An SEO-friendly WebGL image with a cursor-driven liquid ripple effect
npx atelier-ui add liquid-imagenpm install three @react-three/fiber @react-three/dreiimport { useFBO, useTexture } from "@react-three/drei"
import { createPortal, useFrame, useThree } from "@react-three/fiber"
import { useCallback, useEffect, useMemo, useRef } from "react"
import type { Group, Mesh, ShaderMaterial, Texture } from "three"
import {
AdditiveBlending,
HalfFloatType,
LinearFilter,
MathUtils,
MeshBasicMaterial,
OrthographicCamera,
Scene,
} from "three"
import ripple from "../../assets/ripple.png"
import { type Pointer, WebglImage } from "../webgl-image/webgl-image"
const ROTATION_SPEED = 0.1 as const
const INITIAL_OPACITY = 0.22 as const
const DISPLACEMENT_DAMPING = 6.3 as const
const VELOCITY_DAMPING = 6.3 as const
const MIN_VELOCITY = 0 as const
const vertexShader = /* glsl */ `
varying vec2 vUv;
varying vec2 vScreenUv;
void main() {
vUv = uv;
vec4 pos = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
vScreenUv = pos.xy / pos.w * 0.5 + 0.5;
gl_Position = pos;
}`
const fragmentShader = /* glsl */ `
precision highp float;
uniform sampler2D uTexture;
uniform sampler2D uDisplacement;
uniform float uDisplacementIntensity;
varying vec2 vUv;
varying vec2 vScreenUv;
#define PI 3.14159265
void main() {
vec4 displacement = texture2D(uDisplacement, vScreenUv);
float theta = displacement.r * 2.0 * PI;
vec2 direction = vec2(sin(theta), cos(theta));
vec2 displacedUv = vUv + direction * displacement.r * uDisplacementIntensity;
vec4 color = texture2D(uTexture, displacedUv);
gl_FragColor = color;
}`
type LiquidImageMaterialProps = {
map: Texture
pointer: Pointer
rippleMap?: Texture
intensity?: number
radius?: number
expandRate?: number
decayRate?: number
maxRipples?: number
}
type Uniforms = {
uTexture: { value: Texture | null }
uDisplacement: { value: Texture | null }
uDisplacementIntensity: { value: number }
}
export type LiquidImageProps = {
src: string
alt: string
rippleMap?: Texture
intensity?: number
radius?: number
expandRate?: number
decayRate?: number
maxRipples?: number
segments?: number
webglEnabled?: boolean
} & Omit<React.ComponentPropsWithoutRef<"img">, "src" | "alt">
function LiquidImageMaterial({
map,
pointer,
rippleMap,
intensity = 0.14,
radius = 3,
expandRate = 7,
decayRate = 3,
maxRipples = 50,
}: LiquidImageMaterialProps) {
const { viewport, size, gl } = useThree()
const defaultBrush = useTexture(typeof ripple === "string" ? ripple : ripple.src)
const brush = rippleMap ?? defaultBrush
const anchorRef = useRef<Group>(null)
const prevMouse = useRef({ x: 0, y: 0, velocity: 0 })
const splatIndex = useRef(0)
const spriteRefs = useRef<Mesh[]>([])
const displacementSmoothed = useRef(0)
const spriteScene = useMemo(() => new Scene(), [])
const spriteCamera = useMemo(() => new OrthographicCamera(-1, 1, 1, -1, 0, 1), [])
const materialRef = useRef<ShaderMaterial>(null)
const uniforms = useMemo<Uniforms>(
() => ({
uTexture: { value: map },
uDisplacement: { value: null },
uDisplacementIntensity: { value: 0 },
}),
[map],
)
const FBO = useFBO(size.width, size.height, {
minFilter: LinearFilter,
magFilter: LinearFilter,
type: HalfFloatType,
})
useEffect(() => {
uniforms.uTexture.value = map
}, [map, uniforms])
useEffect(() => {
spriteCamera.left = -viewport.width / 2
spriteCamera.right = viewport.width / 2
spriteCamera.top = viewport.height / 2
spriteCamera.bottom = -viewport.height / 2
spriteCamera.updateProjectionMatrix()
}, [viewport, spriteCamera])
useFrame((_, delta) => {
const parent = anchorRef.current?.parent as Mesh | null
const mat = materialRef.current
if (!parent || !mat) return
const sprites = spriteRefs.current
const pointerX = parent.position.x + (pointer.uv.x - 0.5) * parent.scale.x
const pointerY = parent.position.y + (pointer.uv.y - 0.5) * parent.scale.y
const dx = pointerX - prevMouse.current.x
const dy = pointerY - prevMouse.current.y
const dist = Math.sqrt(dx * dx + dy * dy)
prevMouse.current.x = pointerX
prevMouse.current.y = pointerY
const hovering = pointer.hover > 0.5
if (hovering) {
prevMouse.current.velocity = Math.max(
MIN_VELOCITY,
MathUtils.damp(prevMouse.current.velocity, dist, VELOCITY_DAMPING, delta),
)
}
if (hovering && dist > 0.001) {
const idx = splatIndex.current % maxRipples
const sprite = sprites[idx]
if (sprite.material instanceof MeshBasicMaterial) {
const scale = (radius * Math.min(viewport.width, viewport.height)) / 100
sprite.visible = true
sprite.position.set(pointerX, pointerY, 0)
sprite.scale.set(scale, scale, 1)
sprite.material.opacity = INITIAL_OPACITY
}
splatIndex.current = (splatIndex.current + 1) % maxRipples
}
for (const sprite of sprites) {
if (sprite.material instanceof MeshBasicMaterial) {
sprite.rotation.z += 2 * delta * ROTATION_SPEED
sprite.material.opacity = MathUtils.damp(
sprite.material.opacity,
0,
decayRate,
delta,
)
sprite.scale.x += delta * expandRate
sprite.scale.y = sprite.scale.x
}
}
gl.setRenderTarget(FBO)
gl.render(spriteScene, spriteCamera)
gl.setRenderTarget(null)
mat.uniforms.uDisplacement.value = FBO.texture
displacementSmoothed.current = MathUtils.damp(
displacementSmoothed.current,
intensity * prevMouse.current.velocity * 5,
DISPLACEMENT_DAMPING,
delta,
)
mat.uniforms.uDisplacementIntensity.value = displacementSmoothed.current
})
const setSprite = useCallback((el: Mesh | null, i: number) => {
if (!el) return
spriteRefs.current[i] = el
}, [])
const portal = useMemo(
() =>
createPortal(
<group>
{Array.from({ length: maxRipples }, (_, i) => (
<mesh
key={i}
ref={(el) => setSprite(el, i)}
visible={false}
rotation-z={Math.random() * Math.PI * 2}
>
<planeGeometry args={[1, 1]} />
<meshBasicMaterial
map={brush}
transparent
blending={AdditiveBlending}
depthTest={false}
depthWrite={false}
/>
</mesh>
))}
</group>,
spriteScene,
),
[maxRipples, brush, spriteScene, setSprite],
)
return (
<>
<group ref={anchorRef} />
<shaderMaterial
ref={materialRef}
attach="material"
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={uniforms}
/>
{portal}
</>
)
}
export function LiquidImage({
src,
alt,
rippleMap,
intensity,
radius,
expandRate,
decayRate,
maxRipples,
segments,
webglEnabled,
...rest
}: LiquidImageProps) {
return (
<WebglImage
src={src}
alt={alt}
segments={segments}
webglEnabled={webglEnabled}
material={(map, pointer) => (
<LiquidImageMaterial
map={map}
pointer={pointer}
rippleMap={rippleMap}
intensity={intensity}
radius={radius}
expandRate={expandRate}
decayRate={decayRate}
maxRipples={maxRipples}
/>
)}
{...rest}
/>
)
}
import { useTexture } from "@react-three/drei"
import { useFrame, useThree } from "@react-three/fiber"
import {
type ComponentRef,
type RefObject,
useEffect,
useLayoutEffect,
useMemo,
useRef,
} from "react"
import { type Mesh, type Texture, Vector2 } from "three"
import { webglTeleport } from "../webgl-portal/webgl-portal"
export type Pointer = {
uv: Vector2
hover: number
}
type WebglImageProps = {
src: string
alt: string
segments?: number
material?: (map: Texture, pointer: Pointer) => React.ReactNode
webglEnabled?: boolean
} & Omit<React.ComponentPropsWithoutRef<"img">, "children" | "src" | "alt">
type PlaneProps = {
el: RefObject<HTMLImageElement | null>
src: string
segments: number
material?: (map: Texture, pointer: Pointer) => React.ReactNode
pointer: Pointer
}
function Plane({ el, src, segments, material, pointer }: PlaneProps) {
const mesh = useRef<Mesh>(null)
const texture = useTexture(src)
const size = useThree((s) => s.size)
const viewport = useThree((s) => s.viewport)
const fitScale = useRef({ x: 1, y: 1 })
const bounds = useRef({ x: 0, y: 0, width: 0, height: 0 })
useLayoutEffect(() => {
const target = el.current
if (!target) return
const measure = () => {
const m = mesh.current
if (!m) return
// Rect in document coords (top/left offset by current scroll at measure time),
// so we can later derive viewport position with just `window.scrollX/Y`,
// instead of recalculating bounds on every render
const rect = target.getBoundingClientRect()
bounds.current.x = rect.left + window.scrollX
bounds.current.y = rect.top + window.scrollY
bounds.current.width = rect.width
bounds.current.height = rect.height
// Replicate CSS object-fit: cover crops via UV repeat/offset; contain shrinks the mesh scale
// because UVs alone can't letterbox: the plane would still fill the element.
const image = texture.image as HTMLImageElement
const objectFit = getComputedStyle(target).objectFit
const planeAspect = rect.width / rect.height
const imageAspect = image.width / image.height
let repeatU = 1
let repeatV = 1
fitScale.current.x = 1
fitScale.current.y = 1
if (objectFit === "cover") {
if (planeAspect > imageAspect) {
repeatV = imageAspect / planeAspect
} else {
repeatU = planeAspect / imageAspect
}
} else if (objectFit === "contain") {
if (planeAspect > imageAspect) {
fitScale.current.x = imageAspect / planeAspect
} else {
fitScale.current.y = planeAspect / imageAspect
}
}
const offsetU = (1 - repeatU) / 2
const offsetV = (1 - repeatV) / 2
const uvAttribute = m.geometry.attributes.uv
for (let iy = 0; iy <= segments; iy++) {
for (let ix = 0; ix <= segments; ix++) {
const idx = iy * (segments + 1) + ix
const u = ix / segments
const v = 1 - iy / segments
uvAttribute.setXY(idx, u * repeatU + offsetU, v * repeatV + offsetV)
}
}
uvAttribute.needsUpdate = true
}
measure()
const ro = new ResizeObserver(measure)
ro.observe(target)
ro.observe(document.body)
return () => ro.disconnect()
}, [el, texture, segments])
useFrame(() => {
const m = mesh.current
if (!m) return
const { x, y, width, height } = bounds.current
const pxToWorld = viewport.height / size.height
m.position.x = (x + width / 2 - window.scrollX - size.width / 2) * pxToWorld
m.position.y = -(y + height / 2 - window.scrollY - size.height / 2) * pxToWorld
m.scale.x = width * pxToWorld * fitScale.current.x
m.scale.y = height * pxToWorld * fitScale.current.y
})
return (
<mesh ref={mesh}>
<planeGeometry args={[1, 1, segments, segments]} />
{material ? (
material(texture, pointer)
) : (
<meshBasicMaterial map={texture} transparent />
)}
</mesh>
)
}
export function WebglImage({
src,
alt,
className,
style,
material,
webglEnabled = true,
segments = 1,
...rest
}: WebglImageProps) {
const el = useRef<ComponentRef<"img">>(null)
const pointer = useMemo<Pointer>(() => {
return {
uv: new Vector2(0.5, 0.5),
hover: 0,
}
}, [])
useEffect(() => {
if (!webglEnabled) return
const target = el.current
if (!target) return
// Track the pointer on the dom element directly and passed to the material
const onMove = (e: PointerEvent) => {
const { width, left, top, height } = target.getBoundingClientRect()
const x = (e.clientX - left) / width
const y = 1 - (e.clientY - top) / height
pointer.uv.set(x, y)
}
const onEnter = () => (pointer.hover = 1)
const onLeave = () => (pointer.hover = 0)
target.addEventListener("pointermove", onMove)
target.addEventListener("pointerenter", onEnter)
target.addEventListener("pointerleave", onLeave)
return () => {
target.removeEventListener("pointermove", onMove)
target.removeEventListener("pointerenter", onEnter)
target.removeEventListener("pointerleave", onLeave)
}
}, [webglEnabled, pointer])
return (
<>
<img
ref={el}
src={src}
alt={alt}
className={className}
style={webglEnabled ? { ...style, opacity: 0 } : style}
{...rest}
/>
{webglEnabled && (
<webglTeleport.In>
<Plane
el={el}
src={src}
segments={segments}
material={material}
pointer={pointer}
/>
</webglTeleport.In>
)}
</>
)
}
| Name | Type | Default | Description |
|---|---|---|---|
| src | string | — | Image source. |
| alt | string | — | Image alt text. |
| rippleMap | Texture | ripple.png | Custom ripple texture. |
| intensity | number | 0.14 | Displacement strength. |
| radius | number | 3 | Initial ripple size. |
| expandRate | number | 7 | How fast ripples grow. |
| decayRate | number | 3 | How fast ripples fade out. |
| maxRipples | number | 50 | Max simultaneous ripples. |
| segments | number | 1 | Plane geometry subdivisions. |
| webglEnabled | boolean | true | Toggle WebGL effect on/off. |
14islands
Re-creation of the ripple effect from their website.
homunculus Inc.
Original ripple effect from their portfolio website.
Yuri Artiukh
Deconstructed the effect on his stream.
React Three Fiber
React renderer for Three.js.
Drei
React Three Fiber utilities.