Liquid Metal shader preview: Molten chrome folding slowly under studio softboxes.
ittybitty

Liquid Metal

Molten chrome folding slowly under studio softboxes.

Code

The usage always matches the preview, layers and performance settings included. No build step or package.

Use as
Code view

Copy embed gives one block to paste into any page or site builder, no setup. For your own code: add liquid-metal.js, ittybitty-shader.js, runtime.js, pointer.js, shape.js, texture.js next to this page. Highlighted values follow the controls.

<!-- Quickest: one element. Size it with CSS; it fills its box. -->
<script type="module" src="./ittybitty-shader.js"></script>
<ittybitty-shader effect="liquid-metal" style="width: 100%; height: 480px;"></ittybitty-shader>

<!-- Or with JavaScript, for full control: -->
<canvas id="liquid-metal" aria-hidden="true" style="width: 100%; height: 480px; display: block"></canvas>

<script type="module">
  import { liquidMetal } from './liquid-metal.js';

  const canvas = document.getElementById('liquid-metal');
  const effect = liquidMetal(canvas, {
    speed: 0.35,
    scale: 1,
    flow: 0.9,
    contrast: 1.1,
    warmth: 0.5,
    form: 'fill',
    vector: 'itty',
    font: '',
    finish: 'chrome',
    interactive: true,
    responsiveness: 0.5,
    palette: [[0, '#10131f'], [0.5, '#6a4bff'], [1, '#ffd9f0']],
    tint: '#c9ccd6',
    // Performance
    dpr: 1.25,
    adaptive: true,
  });

  // Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>

Details

A viscous metal surface reflecting a small, invented photo studio: a dark floor, a bright ceiling and long softboxes whose highlights roll across every fold. Tint it for gold, copper or anodised colours.

Payload
7.5 KB brotli for liquid-metal.js and ittybitty-shader.js and runtime.js and pointer.js and shape.js and texture.js, measured at build time. See the method.
Resolution
Device pixel ratio capped at 1.25; reflections are smooth enough not to need more.
Frame rate
Display rate.
When unseen
Stops rendering when the canvas leaves the viewport or the tab is hidden, and resumes where it left off.
Reduced motion
Shows a single still frame. Controls still update it.
Layers
Up to five effects fuse into one shader and one draw call. Filters such as dithering and halftone process the layers beneath them.
Browsers
Any browser with WebGL2: Chrome and Edge 56+, Firefox 51+, Safari 15+.
Licence
MIT. Copy it, change it, ship it.