Shader <mv-shader>

Motor WebGL2 de quadro inteiro para o seu próprio fragment shader: GLSL inline, um shader completo colado ou um mainImage() de passagem única rodam atrás do conteúdo do elemento, com uniforms de ponteiro, rolagem e tokens do tema fornecidos.

Como funciona

Motor WebGL2 de quadro inteiro para o seu próprio fragment shader: GLSL inline, um shader completo colado ou um mainImage() de passagem única rodam atrás do conteúdo do elemento, com uniforms de ponteiro, rolagem e tokens do tema fornecidos. Ele pausa fora da tela, compartilha o orçamento de contextos WebGL da página, mantém um quadro estático com movimento reduzido e, sem WebGL2, recorre a um esboço feito com os tokens. Sem GLSL, desenha o seu próprio mapa de curvas de nível à deriva nas cores do tema.

CategoriaFundos
TipoWeb Component (<mv-shader>)
Statusestável
Keywordssafe-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

Instalação

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

Agente de IA com o servidor MCP do Marvelous UI: install_components({ slugs: ["shader"], 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.

Uso

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

<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

NameTipoDefaultDescription
colorsCSS 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.
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).

Properties

NameTipoDescription
fragmentstring | nullThe 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 / chunksTo 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

NameDescription
mv-errorThe GLSL failed to compile or link. detail: { message } (the compiler log). The element gets data-error and shows its fallback.

Content structure

NameDescription
<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.
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 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.

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