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Components/ForgeUI/lumadrift

Lumadrift

forgeui/lumadrift
FreeComponent

A WebGL-powered animated gradient that produces smooth, flowing light patterns using procedural noise and color blending.

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/lumadrift.json

Source

registry/forgeui/lumadrift.tsxforgeui.in/r/lumadrift.json
1"use client";
2
3import { useEffect, useMemo, useRef } from "react";
4import { cn } from "@/lib/utils";
5
6const vertexShaderGLSL = `
7attribute vec2 position;
8varying vec2 vUv;
9
10void main() {
11 gl_Position = vec4(position, 0.0, 1.0);
12 vUv = (position.xy + 1.0) * 0.5;
13}
14`;
15
16const fragmentShaderGLSL = `
17precision highp float;
18
19uniform vec2 u_resolution;
20uniform float u_time;
21
22varying vec2 vUv;
23
24vec2 hash(vec2 p) {
25 p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
26 return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
27}
28
29float noise(vec2 p) {
30 vec2 i = floor(p);
31 vec2 f = fract(p);
32 vec2 u = f * f * (3.0 - 2.0 * f);
33 return mix(mix(dot(hash(i + vec2(0.0, 0.0)), f - vec2(0.0, 0.0)),
34 dot(hash(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0)), u.x),
35 mix(dot(hash(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0)),
36 dot(hash(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0)), u.x), u.y);
37}
38
39float fbm(vec2 p) {
40 float value = 0.0;
41 float amplitude = 0.5;
42 for (int i = 0; i < 4; i++) {
43 value += amplitude * noise(p);
44 p *= 2.0;
45 amplitude *= 0.5;
46 }
47 return value;
48}
49
50void main() {
51 vec2 uv = vUv;
52 float t = u_time * 0.0004;
53
54 float warp = noise(vec2(uv.x * 1.2 + t, t * 0.2));
55 vec2 uvWarped = uv;
56 uvWarped.x += warp * 0.1;
57
58 float n1 = noise(vec2(uvWarped.x * 2.0 + t * 0.5, uvWarped.y * 0.2 - t * 0.1));
59 float n2 = noise(vec2(uvWarped.x * 4.0 - t * 0.8, uvWarped.y * 0.5 + t * 0.2));
60
61 float aurora = abs(n1 + n2);
62 aurora = pow(1.0 - smoothstep(0.0, 0.4, aurora), 4.0);
63
64 float mask = smoothstep(0.0, 0.4, uv.y) * smoothstep(1.0, 0.5, uv.y);
65 aurora *= mask;
66
67 vec3 darkBlue = vec3(0.02, 0.04, 0.08);
68 vec3 oceanBlue = vec3(0.05, 0.15, 0.35);
69 vec3 skyBlue = vec3(0.1, 0.3, 0.6);
70 vec3 cyan = vec3(0.2, 0.6, 0.9);
71 vec3 brightGlow = vec3(0.4, 0.8, 1.0);
72
73 vec3 col = darkBlue;
74 col = mix(col, oceanBlue, aurora * 0.8);
75 col = mix(col, skyBlue, pow(aurora, 2.0));
76 col = mix(col, cyan, pow(aurora, 3.0));
77 col += brightGlow * pow(aurora, 5.0) * 0.5;
78
79 float grain = fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453);
80 col += grain * 0.02;
81
82 gl_FragColor = vec4(col, 1.0);
83}
84`;
85
86interface LumaDriftProps extends React.HTMLAttributes<HTMLDivElement> {
87 speed?: number;
88 height?: string;
89}
90
91const LumaDrift = ({
92 speed = 1,
93 height = "100vh",
94 className,
95 style,
96 ...props
97}: LumaDriftProps) => {
98 const canvasRef = useRef<HTMLCanvasElement | null>(null);
99// … truncated

Files it writes

  • registry/forgeui/lumadrift.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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the studio behind SkillWorks, RuleStack and ToolDrift

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