Liquid Chrome <mv-liquid-chrome>

Estanque WebGL de metal líquido bajo una luz de anillo: amplios oleajes se desplazan a lo largo de un lento flujo en remolino, y el puntero levanta el metal en una joroba que agita hasta formar un suave vórtice.

Cómo funciona

Estanque WebGL de metal líquido bajo una luz de anillo: amplios oleajes se desplazan a lo largo de un lento flujo en remolino, y el puntero levanta el metal en una joroba que agita hasta formar un suave vórtice. El metal sigue el tema, plata satinada en una página clara y cromo negro en una oscura, con el acento como luz de contorno en los bordes rasantes. Se pausa fuera de pantalla, comparte el presupuesto de contextos WebGL de la página y mantiene un fotograma fijo con movimiento reducido.

CategoríaFondos
TipoElemento WebGL (<mv-liquid-chrome>)
Estadoestable
También instalashader
Keywordssafe-rewrite, webgl, shader, chrome, metal, liquid, hero

When to use

  • A luxury, automotive or hardware brand wants a polished metal surface as a hero backdrop
  • The hero should feel tactile: the metal rises and swirls under the visitor's pointer
  • The same metallic hero must look right in both light and dark themes without extra tuning

Avoid when

  • Chrome should be a material on cards or buttons rather than a full background → use Surface instead
  • A colorful oil-film or holographic sheen fits better than neutral metal → use Iridescence instead
  • A still section background is enough and no WebGL should run → use Backdrop instead

Instalación

node scripts/add.mjs liquid-chrome --out ./src/marvelous

Agente de IA con el servidor MCP de Marvelous UI: install_components({ slugs: ["liquid-chrome"], target_dir: "<absolute path>/src/marvelous", framework: "react" }).

Archivos copiados (dependencias incluidas): 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, components/liquid-chrome/liquid-chrome.js, components/liquid-chrome/liquid-chrome.css.

Uso

Marcado de referencia: parte de él y personalízalo con atributos, data-* y variables CSS:

<mv-liquid-chrome data-fill></mv-liquid-chrome>
<div style="position:relative;display:grid;place-items:center;height:100%;min-height:320px;padding:2rem 1rem;box-sizing:border-box;text-align:center;pointer-events:none">
  <div>
    <p style="margin:0;font:700 clamp(1.6rem,4vw,2.6rem)/1.1 var(--mv-font-sans);letter-spacing:-.03em;color:var(--mv-fg);text-shadow:0 0 28px var(--mv-bg),0 0 10px var(--mv-bg)">Forged in motion</p>
    <p style="margin:.6rem auto 0;max-width:26rem;color:var(--mv-fg);text-shadow:0 0 16px var(--mv-bg),0 0 6px var(--mv-bg)">Hover the surface: the metal rises and swirls under your pointer.</p>
  </div>
</div>

API

Attributes

NameTipoDefaultDescription
colorCSS colorcolor-mix(in oklch, var(--mv-accent) 14%, #d9dde4)Tint of the metal; only its hue counts, the light sets the brightness (tokens accepted, read again on theme change).
rimCSS colorvar(--mv-accent)Kick light caught by the grazing edges of the swells.
scalenumber1Size of the swells.
amplitudenumber1Surface relief (0 = a flat mirror).
ripplenumber1Strength of the pointer's pull: how high the metal rises and how far it swirls (0 = none, max 3).
speednumber1Time multiplier.
pausedbooleanFreezes the animation on the current frame.
interactivebooleanFollows the pointer only over the element (otherwise across the whole window).
dprnumber1.5Max pixel density (capped at 2).
data-fillbooleanFills the positioned parent (absolute, inset 0).

Events

NameDescription
mv-errorThe shader failed to compile on this GPU. detail: { message }. The element gets data-error and shows its fallback.

Content structure

NameDescription
childrenContent placed inside the element sits above the metal.

Accessibility

Decorative: the canvas is aria-hidden and never takes pointer events, and content placed inside stays in the normal reading order. The loop stops off screen and in hidden tabs; reduced motion (OS or <html data-motion="reduce">) and paused keep a still, representative frame without the pointer's pull. Without WebGL2 a still band of metal in the theme tokens is shown; forced colors and print hide the canvas. The surface mixes bright and dark bands, so text placed over it needs a halo or a backing panel to stay readable.

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