Shader <mv-shader>
Vollflächige WebGL2-Engine für deinen eigenen Fragment-Shader: Inline-GLSL, ein vollständig eingefügter Shader oder ein mainImage() mit einem einzigen Durchlauf laufen hinter dem Inhalt des Elements, mit bereitgestellten Uniforms für Zeiger, Scrollen und Theme-Tokens.
So funktioniert es
Vollflächige WebGL2-Engine für deinen eigenen Fragment-Shader: Inline-GLSL, ein vollständig eingefügter Shader oder ein mainImage() mit einem einzigen Durchlauf laufen hinter dem Inhalt des Elements, mit bereitgestellten Uniforms für Zeiger, Scrollen und Theme-Tokens. Sie pausiert außerhalb des Bildschirms, teilt das WebGL-Kontextbudget der Seite, hält bei reduzierter Bewegung ein Standbild und weicht ohne WebGL2 auf eine Skizze aus Tokens aus. Ohne GLSL zeichnet sie ihre eigene treibende Höhenlinienkarte in den Farben des Themes.
| Kategorie | Hintergründe |
|---|---|
| Typ | Web Component (<mv-shader>) |
| Status | stabil |
| Keywords | safe-rewrite, webgl, glsl, shader, background, runtime, contour |
When to use
- A custom fragment shader must run as a section background with off-screen pause and reduced motion built in
- A reusable branded background should be built by subclassing with its own uniforms and GLSL
- An existing GLSL effect needs to be ported without adding a WebGL library
- A quiet, theme-aware contour texture is wanted behind a hero or a feature band
Avoid when
- A ready-made preset already matches the look, e.g. a fluid brand gradient → use Mesh Gradient instead
- Nobody on the team maintains GLSL; a CSS background is easier to own → use Aurora Background instead
- More than 10 shaders are on screen at once; only 10 WebGL contexts stay live, so the extra ones keep being rebuilt
Installation
node scripts/add.mjs shader --out ./src/marvelousKI-Agent mit dem MCP-Server von Marvelous UI: install_components({ slugs: ["shader"], target_dir: "<absolute path>/src/marvelous", framework: "react" }).
Kopierte Dateien (inklusive Abhängigkeiten): tokens/tokens.css, core/base.css, core/canvas.js, core/dom.js, core/element.js, core/i18n.js, core/motion.js, core/observe.js, core/webgl.js, components/shader/shader.js, components/shader/shader.css.
Verwendung
Referenz-Markup zum Starten und Anpassen mit Attributen, data-* und CSS-Variablen:
<div style="display:grid;grid-template-columns:repeat(auto-fit,minmax(260px,1fr));width:100%;height:100%;min-height:320px">
<mv-shader style="min-height:320px;display:grid;align-content:end;padding:1.25rem;color:var(--mv-fg)">
<p style="margin:0;width:fit-content;padding:.6rem .85rem;border-radius:var(--mv-radius-md);background:color-mix(in oklch,var(--mv-bg) 82%,transparent);backdrop-filter:blur(6px);font:600 1.05rem/1.35 var(--mv-font-sans)">Built-in default<br><span style="font-weight:400;font-size:.85rem;color:var(--mv-fg-muted)">Contour map in your theme tokens. Hover to raise it.</span></p>
</mv-shader>
<mv-shader style="min-height:320px;display:grid;align-content:end;padding:1.25rem;color:var(--mv-fg)">
<script type="x-shader/x-fragment">
// Your GLSL ES 3.0: u_time, u_resolution, u_dpr, u_mouse, u_hover and u_palette are provided.
void main() {
vec3 ink = u_palette[0];
vec3 paper = u_palette[1];
float cell = 14.0 * u_dpr;
vec2 f = fract(gl_FragCoord.xy / cell) - 0.5;
vec2 c = (floor(gl_FragCoord.xy / cell) + 0.5) * cell / u_resolution.y;
vec2 m = u_mouse * u_resolution / u_resolution.y;
float wave = 0.5 + 0.3 * sin(c.x * 9.0 + c.y * 5.0 - u_time * 1.2) + 0.2 * sin(c.y * 13.0 - c.x * 4.0 + u_time * 0.8);
wave += 0.6 * u_hover * exp(-dot(c - m, c - m) * 16.0);
float calm = smoothstep(0.05, 0.55, gl_FragCoord.y / u_resolution.y);
float r = 0.05 + 0.37 * clamp(wave, 0.0, 1.0) * calm;
float dot_ = 1.0 - smoothstep(r - 1.0 / cell, r + 1.0 / cell, length(f));
fragColor = vec4(mix(paper, ink, dot_ * 0.85), 1.0);
}
</script>
<p style="margin:0;width:fit-content;padding:.6rem .85rem;border-radius:var(--mv-radius-md);background:color-mix(in oklch,var(--mv-bg) 82%,transparent);backdrop-filter:blur(6px);font:600 1.05rem/1.35 var(--mv-font-sans)">Your own GLSL<br><span style="font-weight:400;font-size:.85rem;color:var(--mv-fg-muted)">Inline halftone, same pause and theme handling.</span></p>
</mv-shader>
</div>API
Attributes
| Name | Typ | Default | Description |
|---|---|---|---|
colors | CSS colors (3) | var(--mv-accent), var(--mv-bg), var(--mv-fg) | Palette of <mv-shader> itself, as u_palette[3] (ink, paper, text): drawn by the built-in contour map and available to inline GLSL. Tokens accepted, read again on theme change. |
speed | number | 1 | Time multiplier. |
paused | boolean | Freezes the animation on the current frame. | |
interactive | boolean | Follows the pointer only over the element (otherwise across the whole window). | |
dpr | number | 1.5 | Max pixel density (capped at 2). |
data-fill | boolean | Fills the positioned parent (absolute, inset 0). |
Properties
| Name | Typ | Description |
|---|---|---|
fragment | string | null | The GLSL that runs. Setting it recompiles on the next frame; null goes back to the inline script or the built-in contour map. |
static fragment / uniforms / chunks | To build a reusable background: class MvFoo extends MvShader { static chunks = ["noise"]; static uniforms = { u_colors: { attr: "colors", type: "colors", default: "var(--mv-accent), #0ea5e9", count: 3 } }; static fragment = void main() { … } }. Uniform types: number, color, colors, vec2, vec3, vec4, boolean. GLSL chunks: hash (hash12, hash22), noise (snoise, fbm), color (palette, gradient3). |
Events
| Name | Description |
|---|---|
mv-error | The GLSL failed to compile or link. detail: { message } (the compiler log). The element gets data-error and shows its fallback. |
Content structure
| Name | Description |
|---|---|
<script type="x-shader/x-fragment"> | GLSL ES 3.0: a main() body, a complete shader, or a single-pass mainImage() (iTime, iResolution, iMouse mapped; no iChannel). Provided uniforms: u_time, u_resolution, u_dpr, u_mouse, u_hover, u_scroll, u_palette. data-chunks="noise color" adds GLSL chunks. |
children | Content placed inside the element sits above the canvas. |
Accessibility
Decorative: the canvas is aria-hidden and never takes pointer events; content placed inside stays in the normal reading order. The loop stops off screen and in hidden tabs, and no context is created until the element comes near the viewport. Reduced motion (OS or <html data-motion="reduce">) and paused keep a still, representative frame. Without WebGL2, or when the GLSL does not compile, a static contour sketch in the theme tokens is shown; forced colors and print hide the canvas. Text placed over a custom shader needs its own contrast check.