WebGL Interactive Gradient
What it does
A full-screen animated WebGL gradient built with Three.js and two custom fragment shaders: a fluid-dynamics shader ping-pongs velocity between two float render targets while a display shader warps a flowing multi-color gradient from that field. A requestAnimationFrame loop advances time-based motion, and mousemove events feed cursor position/velocity into the fluid uniform so the gradient ripples and distorts along the cursor's trail in real time.
How it's built
| Category | 3d-webgl |
|---|---|
| Tech | three |
| Complexity | section |
| Performance cost | heavy |
| Mobile-safe | desktop-first |
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# WebGL Interactive Gradient
## Goal
Build a full-screen hero whose entire background is a **living, flowing multi-color gradient rendered in WebGL** (Three.js + two custom fragment shaders). A **real-time fluid simulation** runs in a ping-pong pair of float render targets; a display pass warps a time-evolving trig-based gradient by the fluid's velocity field. **Moving the mouse stirs the fluid** — the gradient ripples, smears and swirls along the cursor's trail, then slowly relaxes back to its ambient flow. A minimal white nav, a centered logo image and a footer strip float on top. The star effect is the cursor-reactive fluid distortion of the animated gradient.
## Tech
Vanilla HTML/CSS/JS with ES module imports. **No GSAP is needed** — all motion is a raw `requestAnimationFrame` loop driving shader uniforms. Use `three` (npm):
```js
import * as THREE from "three";
import { vertexShader, fluidShader, displayShader } from "./shaders.js";
```
Put the three shader source strings in a sibling module `shaders.js` and export them as template-literal strings.
## Layout / HTML
```html
…
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