Dither <mv-dither>

Fundo WebGL de gotas líquidas que flutuam, se fundem e voltam a se separar, iluminadas como pequenas cúpulas e impressas através de uma matriz de Bayer ordenada em duas tintas: em um tema claro, a tinta desenha as sombras como uma gravura; em um tema escuro, desenha a luz como uma tela de 1 bit.

Como funciona

Fundo WebGL de gotas líquidas que flutuam, se fundem e voltam a se separar, iluminadas como pequenas cúpulas e impressas através de uma matriz de Bayer ordenada em duas tintas: em um tema claro, a tinta desenha as sombras como uma gravura; em um tema escuro, desenha a luz como uma tela de 1 bit. O ponteiro carrega uma gota própria que atrai as outras, e a luz se volta para ele; os reflexos assumem a cor de destaque.

CategoriaFundos
TipoElemento WebGL (<mv-dither>)
Statusestável
Também instalashader
Keywordssafe-rewrite, webgl, shader, dither, bayer, retro, pixel, 1-bit, metaballs, interactive, hero

When to use

  • A retro, 1-bit or print-inspired brand wants a calm, living backdrop that reads well in light and dark themes
  • A hero or launch page should answer the pointer in a playful way without leaving a two-color palette
  • Pixel art, zines or early computer graphics set the tone and a smooth gradient would feel off-brand

Avoid when

  • A still, CSS-only section background is enough and no WebGL context should be spent → use Backdrop instead
  • Small body text sits directly on top; the crisp dither edges hurt legibility without a solid panel

Instalação

node scripts/add.mjs dither --out ./src/marvelous

Agente de IA com o servidor MCP do Marvelous UI: install_components({ slugs: ["dither"], target_dir: "<absolute path>/src/marvelous", framework: "react" }).

Arquivos copiados (dependências incluídas): 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/dither/dither.js.

Uso

Marcação de referência, para usar como ponto de partida e personalizar com atributos, data-* e variáveis CSS:

<mv-dither data-fill></mv-dither>
<div style="position:relative;display:grid;place-items:center;height:100%;min-height:320px;padding:1rem;color:var(--mv-fg);text-align:center;pointer-events:none">
  <div style="padding:.9rem 1.25rem;border-radius:var(--mv-radius-md);background:var(--mv-bg);box-shadow:0 0 0 1px var(--mv-border)">
    <p style="margin:0;font:700 clamp(1.5rem,4vw,2.4rem)/1.1 var(--mv-font-sans);letter-spacing:-.03em">Printed in two inks</p>
    <p style="margin:.4rem 0 0;color:var(--mv-fg-muted);font-size:.9rem">Drops merge as they drift. Hover to bring one along.</p>
  </div>
</div>

API

Attributes

NameTipoDefaultDescription
colorCSS colorvar(--mv-fg-muted)Ink color (tokens accepted, read again on theme change). Darker than the background, it draws the shadows; lighter, it draws the light.
backgroundCSS colorvar(--mv-bg)Paper color: the lowest level and the empty floor.
highlightCSS colorvar(--mv-accent)Color of the glints on the drops (set it to the ink color for a strict two-color look).
pixel-sizenumber2Size of a dither pixel in CSS pixels (multiplied by the pixel ratio).
levelsnumber2Number of tones between paper and ink (2 = 1-bit).
matrix2 | 4 | 88Side of the ordered threshold matrix: 2 and 4 give coarser, more graphic patterns.
scalenumber1Drop size (0.25 to 4); larger drops are fewer.
turbulencenumber1Strength of the pointer response, 0 to 3: size of the drop it carries and how hard it pulls the others (0 = none, the light still follows).
speednumber1Time multiplier.
pausedbooleanFreezes the drops 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-errorInherited from <mv-shader>: the GLSL failed to compile. The element gets data-error and shows its fallback.

Content structure

NameDescription
childrenContent 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 WebGL context is created until the element comes near the viewport. Reduced motion (OS or <html data-motion="reduce">) and paused keep one still frame, with no pointer response. Forced colors and print hide the canvas; without WebGL2 a static sketch in the theme tokens is shown. Put text on a solid panel: the dither pattern is busy behind small type.

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