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Components/ForgeUI/chromatic-fluid

Chromatic Fluid

forgeui/chromatic-fluid
FreeComponent

A WebGL-powered animated fluid effect featuring procedural noise, chromatic glint highlights, and dynamic lighting with film grain.

Live preview

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

Install it

npx shadcn@latest add https://forgeui.in/r/chromatic-fluid.json

Source

registry/forgeui/chromatic-fluid.tsxforgeui.in/r/chromatic-fluid.json · first 6 KB
1"use client";
2
3import { useEffect, useMemo, useRef } from "react";
4import { cn } from "@/lib/utils";
5
6const vertexShaderGLSL = `
7attribute vec2 position;
8varying vec2 vUv;
9void main() {
10 vUv = (position + 1.0) * 0.5;
11 gl_Position = vec4(position, 0.0, 1.0);
12}
13`;
14
15const fragmentShaderGLSL = `
16precision highp float;
17
18uniform vec2 u_resolution;
19uniform float u_time;
20uniform float u_flowStrength;
21uniform float u_grain;
22uniform float u_contrast;
23uniform float u_speed;
24
25varying vec2 vUv;
26
27float hash(vec2 p) {
28 return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
29}
30
31float noise(vec2 p) {
32 vec2 i = floor(p);
33 vec2 f = fract(p);
34 vec2 u = f * f * (3.0 - 2.0 * f);
35 return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), u.x),
36 mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), u.x), u.y);
37}
38
39float fbm(vec2 p) {
40 float v = 0.0;
41 float a = 0.5;
42 mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5));
43 for (int i = 0; i < 4; i++) {
44 v += a * noise(p);
45 p = rot * p * 2.0;
46 a *= 0.5;
47 }
48 return v;
49}
50
51void main() {
52 vec2 uv = vUv;
53 float t = u_time * u_speed;
54 vec2 p = (uv - 0.5) * vec2(u_resolution.x / u_resolution.y, 1.0) * 2.0;
55
56 float baseNoise = fbm(p * 0.8 + t * 0.2);
57 float fluid = fbm(p * 1.2 + baseNoise * u_flowStrength + t * 0.3);
58
59 float eps = 0.01;
60 float nx = fbm(p + vec2(eps, 0.0) + baseNoise * u_flowStrength + t * 0.3) - fluid;
61 float ny = fbm(p + vec2(0.0, eps) + baseNoise * u_flowStrength + t * 0.3) - fluid;
62 vec3 normal = normalize(vec3(nx, ny, eps * 1.5));
63
64 vec3 lightDir = normalize(vec3(1.0, 1.0, 0.8));
65 vec3 viewDir = vec3(0.0, 0.0, 1.0);
66 vec3 halfVector = normalize(lightDir + viewDir);
67
68 vec3 color = vec3(0.0);
69
70 float glintIntensity = 64.0;
71
72 float specR = pow(max(dot(normalize(vec3(nx + 0.005, ny, eps*1.5)), halfVector), 0.0), glintIntensity);
73 float specG = pow(max(dot(normal, halfVector), 0.0), glintIntensity);
74 float specB = pow(max(dot(normalize(vec3(nx - 0.005, ny, eps*1.5)), halfVector), 0.0), glintIntensity);
75
76 vec3 specular = vec3(specR, specG, specB) * 1.5;
77
78 color += specular;
79
80 color = mix(vec3(0.5), color, u_contrast);
81
82 float vig = smoothstep(1.8, 0.2, length(uv - 0.5));
83 color *= vig;
84
85 float grainAmount = (hash(uv + t) - 0.5) * u_grain;
86 color += grainAmount;
87
88 gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);
89}
90`;
91
92interface ChromaticFluidProps extends React.HTMLAttributes<HTMLDivElement> {
93 flowStrength?: number;
94 grain?: number;
95// … truncated

Files it writes

  • registry/forgeui/chromatic-fluid.tsx

Facts

Registry
ForgeUI
Type
registry:ui
Access
Free
Files written
1
Licence
NOASSERTION
In the index
at or before 2026-08-08
Last confirmed
yesterday

Go to the source

Docs on ForgeUI forgeui.in AmanShakya0018/forgeui on GitHub Raw registry item This item as JSON

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Kynth Studios pulls one shipped product open every month — what it does, what it cost to build, what the pipeline behind it looks like, and what the numbers did. One email a month, nothing in between.

Double opt-in — we send one confirmation link and nothing else until you click it.

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part of Toolproof, the measurement layer for AI agent tooling

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