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Components/componentry/aurora-flow

Aurora Flow

componentry/aurora-flow
FreeComponent

A procedural atmospheric hero background with layered flowing color, diffused aurora light, and subtle interaction.

Live preview

live · rendered by the registry
Rendered by componentry on their own page — this is the component running, not a screenshot of it.

Install it

npx shadcn@latest add https://componentry.dev/r/aurora-flow.json

Source

components/ui/aurora-flow.tsxcomponentry.dev/r/aurora-flow.json · first 6 KB
1"use client";
2
3import * as React from "react";
4import { cn } from "@/lib/utils";
5import { WebGLErrorBoundary } from "./webgl-error-boundary";
6
7const VERTEX_SHADER = `
8attribute vec2 position;
9
10void main() {
11 gl_Position = vec4(position, 0.0, 1.0);
12}
13`;
14
15const FRAGMENT_SHADER = `
16precision highp float;
17
18uniform vec2 u_res;
19uniform vec2 u_pointer;
20uniform vec2 u_flowDirection;
21uniform float u_time;
22uniform float u_speed;
23uniform float u_animationSpeed;
24uniform float u_intensity;
25uniform float u_opacity;
26uniform float u_blur;
27uniform float u_contrast;
28uniform float u_brightness;
29uniform float u_layers;
30uniform float u_flowScale;
31uniform float u_flowStrength;
32uniform float u_pointerStrength;
33uniform float u_scroll;
34uniform float u_parallaxStrength;
35uniform float u_grainOpacity;
36uniform float u_noiseOpacity;
37uniform float u_noiseScale;
38uniform float u_lighting;
39uniform float u_lightingIntensity;
40uniform float u_lightingRadius;
41uniform float u_lightingSpeed;
42uniform float u_ambientGlow;
43uniform float u_ambientOpacity;
44uniform float u_vignette;
45uniform vec3 u_color0;
46uniform vec3 u_color1;
47uniform vec3 u_color2;
48uniform vec3 u_color3;
49uniform vec3 u_color4;
50
51float hash(vec2 p) {
52 return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
53}
54
55float valueNoise(vec2 p) {
56 vec2 i = floor(p);
57 vec2 f = fract(p);
58 vec2 u = f * f * (3.0 - 2.0 * f);
59
60 float a = hash(i);
61 float b = hash(i + vec2(1.0, 0.0));
62 float c = hash(i + vec2(0.0, 1.0));
63 float d = hash(i + vec2(1.0, 1.0));
64
65 return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
66}
67
68mat2 rotate2d(float angle) {
69 float s = sin(angle);
70 float c = cos(angle);
71 return mat2(c, -s, s, c);
72}
73
74float fbm(vec2 p) {
75 float value = 0.0;
76 float amplitude = 0.52;
77 mat2 turn = mat2(0.84, 0.54, -0.54, 0.84);
78
79 for (int i = 0; i < 7; i++) {
80 float enabled = step(float(i) + 0.5, u_layers);
81 value += amplitude * valueNoise(p) * enabled;
82 p = turn * p * 2.03 + 0.17;
83 amplitude *= 0.5;
84 }
85
86 return value;
87}
88
89vec3 grade(vec3 color, float contrast, float brightness) {
90 color = (color - 0.5) * contrast + 0.5;
91 return color * brightness;
92}
93
94void main() {
95 vec2 uv = gl_FragCoord.xy / u_res;
96 float aspect = u_res.x / max(u_res.y, 1.0);
97 vec2 p = (uv - 0.5) * vec2(aspect, 1.0);
98
99 float t = u_time * 0.075 * u_speed * u_animationSpeed;
100 vec2 direction = normalize(u_flowDirection + vec2(0.0001));
101 vec2 crossDirection = vec2(-direction.y, direction.x);
102
103 vec2 pointer = (u_pointer - 0.5) * vec2(aspect, 1.0);
104// … truncated

Facts

Registry
componentry
Type
registry:ui
Access
Free
Files written
0
Licence
MIT
First indexed
2026-08-04
Last confirmed
today

Go to the source

Docs on componentry componentry.dev harshjdhv/componentry on GitHub Raw registry item This item as JSON

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