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Components/componentry/silk-aurora

Silk Aurora

componentry/silk-aurora
FreeComponent

Component for silk-aurora

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/silk-aurora.json

Source

components/ui/silk-aurora.tsxcomponentry.dev/r/silk-aurora.json · first 6 KB
1"use client";
2
3import * as React from "react";
4import { cn } from "@/lib/utils";
5import {
6 WebGLErrorBoundary,
7 WebGLFallback,
8} from "./webgl-error-boundary";
9
10const VERTEX_SHADER = `
11attribute vec2 position;
12
13void main() {
14 gl_Position = vec4(position, 0.0, 1.0);
15}
16`;
17
18const FRAGMENT_SHADER = `
19precision highp float;
20
21uniform vec2 u_res;
22uniform vec2 u_mouse;
23uniform float u_time;
24uniform float u_speed;
25uniform float u_intensity;
26uniform float u_grain;
27uniform float u_vignette;
28uniform float u_mouseInfluence;
29uniform vec3 u_base;
30uniform vec3 u_mid;
31uniform vec3 u_sheen;
32uniform vec3 u_accent;
33
34float hash(vec2 p) {
35 return fract(sin(dot(p, vec2(41.93, 289.17))) * 43758.5453123);
36}
37
38float noise(vec2 p) {
39 vec2 i = floor(p);
40 vec2 f = fract(p);
41 vec2 u = f * f * (3.0 - 2.0 * f);
42
43 float a = hash(i);
44 float b = hash(i + vec2(1.0, 0.0));
45 float c = hash(i + vec2(0.0, 1.0));
46 float d = hash(i + vec2(1.0, 1.0));
47
48 return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
49}
50
51float fbm(vec2 p) {
52 float value = 0.0;
53 float amp = 0.5;
54 mat2 rot = mat2(0.82, 0.57, -0.57, 0.82);
55
56 for (int i = 0; i < 5; i++) {
57 value += amp * noise(p);
58 p = rot * p * 2.03;
59 amp *= 0.5;
60 }
61
62 return value;
63}
64
65float ribbon(vec2 p, float offset, float width, float softness) {
66 float y = p.y + sin(p.x * 1.8 + offset) * 0.18;
67 y += sin(p.x * 4.2 - offset * 0.7) * 0.045;
68 return smoothstep(width + softness, width, abs(y));
69}
70
71void main() {
72 vec2 uv = gl_FragCoord.xy / u_res;
73 float aspect = u_res.x / max(u_res.y, 1.0);
74 vec2 p = (uv - 0.5) * vec2(aspect, 1.0);
75
76 vec2 mouse = (u_mouse - 0.5) * vec2(aspect, 1.0);
77 float t = u_time * 0.12 * u_speed;
78 float pointerFalloff = smoothstep(0.72, 0.0, length(p - mouse));
79 p += (mouse - p) * pointerFalloff * 0.05 * u_mouseInfluence;
80
81 vec2 silk = p;
82 silk.x += fbm(p * 1.6 + vec2(t * 0.8, -t * 0.35)) * 0.16;
83 silk.y += fbm(p * 2.2 + vec2(-t * 0.25, t * 0.7)) * 0.10;
84
85 float veilA = ribbon(silk + vec2(-0.18, 0.08), t * 2.1, 0.055, 0.22);
86 float veilB = ribbon(silk * vec2(0.86, 1.18) + vec2(0.2, -0.14), -t * 2.8 + 1.7, 0.038, 0.18);
87 float veilC = ribbon(silk * vec2(1.18, 0.9) + vec2(-0.08, 0.24), t * 1.4 - 2.1, 0.03, 0.16);
88
89 float atmosphere = fbm(p * 1.35 + vec2(t * 0.22, -t * 0.1));
90 float pearlescent = pow(max(0.0, sin((p.x - p.y) * 7.5 + atmosphere * 4.0 - t * 2.5)), 5.0);
91 float glint = pow(max(0.0, noise(gl_FragCoord.xy * 0.065 + t * 18.0) - 0.72), 5.0);
92
93 vec3 col = u_base;
94// … truncated

Facts

Registry
componentry
Type
registry:ui
Access
Free
Files written
0
Licence
MIT
First indexed
2026-08-02
Last confirmed
yesterday

Go to the source

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

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