An SEO-friendly WebGL image with scroll-velocity driven bend and chromatic aberration.
npx atelier-ui add curve-imagenpm install three @react-three/fiberimport { shaderMaterial } from "@react-three/drei"
import { extend, type ThreeElement, useFrame } from "@react-three/fiber"
import { useEffect, useRef } from "react"
import { MathUtils, Texture } from "three"
import { WebglImage } from "../webgl-image/webgl-image"
declare module "@react-three/fiber" {
interface ThreeElements {
curveImageMat: ThreeElement<typeof CurveImageMat>
}
}
const vertexShader = /* glsl */ `
precision highp float;
varying vec2 vUv;
uniform float uVelocity;
uniform float uAmplitude;
const float PI = 3.14159265;
void main() {
vUv = uv;
vec3 pos = position;
float bend = sin(uv.x * PI);
pos.y += bend * uVelocity * uAmplitude;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`
const fragmentShader = /* glsl */ `
precision highp float;
varying vec2 vUv;
uniform sampler2D uMap;
uniform float uVelocity;
uniform float uAberration;
void main() {
float shift = uVelocity * uAberration;
vec2 offset = vec2(0.0, shift);
float r = texture2D(uMap, vUv + offset).r;
float g = texture2D(uMap, vUv).g;
float b = texture2D(uMap, vUv - offset).b;
gl_FragColor = vec4(r, g, b, 1.0);
}
`
const CurveImageMat = shaderMaterial(
{
uMap: new Texture(),
uVelocity: 0,
uAmplitude: 0,
uAberration: 0,
},
vertexShader,
fragmentShader,
)
extend({ CurveImageMat })
type CurveImageMaterialProps = {
map: Texture
amplitude: number
aberration: number
smoothing: number
}
export type CurveImageProps = {
src: string
alt: string
amplitude?: number
aberration?: number
smoothing?: number
segments?: number
webglEnabled?: boolean
} & Omit<React.ComponentPropsWithoutRef<"img">, "src" | "alt">
function CurveImageMaterial({ map, amplitude, aberration, smoothing }: CurveImageMaterialProps) {
const ref = useRef<InstanceType<typeof CurveImageMat>>(null)
const lastScrollY = useRef(0)
const velocity = useRef(0)
useEffect(() => {
lastScrollY.current = window.scrollY
}, [])
useFrame((_, delta) => {
const mat = ref.current
if (!mat) return
const current = window.scrollY
const instantDelta = current - lastScrollY.current
lastScrollY.current = current
if (delta === 0) return
const target = instantDelta / delta / window.innerHeight
velocity.current = MathUtils.damp(velocity.current, target, smoothing, delta)
mat.uVelocity = velocity.current
})
return (
<curveImageMat
ref={ref}
key={CurveImageMat.key}
uMap={map}
uAmplitude={amplitude}
uAberration={aberration}
transparent
/>
)
}
export function CurveImage({
src,
alt,
amplitude = 0.03,
aberration = 0.003,
smoothing = 6,
segments = 32,
webglEnabled = true,
...rest
}: CurveImageProps) {
return (
<WebglImage
src={src}
alt={alt}
segments={segments}
webglEnabled={webglEnabled}
material={(map) => (
<CurveImageMaterial
map={map}
amplitude={amplitude}
aberration={aberration}
smoothing={smoothing}
/>
)}
{...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 URL bound to the GPU plane. |
| alt | string | — | Alt text for the underlying <img>. |
| amplitude | number | 0.03 | Maximum bend intensity, applied to the smoothed scroll velocity. |
| aberration | number | 0.003 | RGB channel split along the scroll axis, scaled by velocity. |
| smoothing | number | 6 | Exponential smoothing for the velocity (higher = snappier, lower = floatier). |
| segments | number | 32 | Plane subdivision count. Higher = smoother curve, more vertices. |
| webglEnabled | boolean | true | When false, the WebGL plane is skipped and the plain <img> is rendered as-is. |
| ...props | ImgHTMLAttributes | — | Other <img> attributes forwarded to the underlying element. |
React Three Fiber
React renderer for Three.js used for the WebGL plane.
Lenis
Smooth scroll library used in the demo.