https://motioncanvas.online/preview/classic-chrome-light-leak
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Next-Gen Scroll Mechanics

Experience Beautiful Ambient Depth

This browser window is simulating a production webpage. As you scroll down, the ambient Classic Chrome Light Leak background dynamically zooms and pulls focus in real-time, creating beautiful, cinematic parallax depth.

Built for Ultra Performance

Modern web layouts require buttery-smooth animations. Our styles run completely on the GPU, avoiding CPU reflow and main-thread layout jank.

Focus Pull Parallax

Scroll depth controls blur intensity and lens scaling simultaneously to guide focus elegantly.

GPU-Accelerated

Uses hardware transforms and native filters, optimized for stable 120fps scrolling.

Highly Customizable

Adjust speed, maximum blur limit, zoom multipliers, and filters in real-time.

© 2026 MOTIONCANVAS. ALL RIGHTS RESERVED.ACTIVE BACKGROUND: CLASSIC CHROME LIGHT LEAK

Classic Chrome Light Leak

🟠 WebGL

A slow, evolving soft-focus Classic Chrome film light leak simulation. Implements professional 3-point studio lighting with interactive cursor LERP, anamorphic horizontal lens stretching, and physical midtone-modulated film grain.

#WebGL#chromatic-aberration#cinematic#interactive#film-grain#bokeh
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Interactive Settings

Motion PresetsCustom Tuning
Animation Speed1.0x
Blur (Aesthetic diffusion)0px
Layer Opacity100%
Scale Zoom1.0x
Rotation Angle0°
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Quick Copy Actions

Download File Packages

Keyboard Shortcuts

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F Fullscreen
R Reset Slider
C Copy Code
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More in Cinematic & Optical

Classic Chrome Light Leak - Glassmorphism Backdrop CSS Cinematic & Optical background for React & Tailwind

Integrate the Classic Chrome Light Leak directly into your website. This asset is rendered using advanced CSS filters and backdrop blurs. It is optimized for zero layout-shifts and runs with high-performance hardware-accelerated processing.

Performance Specifications

  • Render Mode: WEBGL (Glassmorphism Backdrop CSS)
  • Fluidity: Locked at 60fps dynamic loop
  • Bundle Footprint: Zero external NPM dependencies
  • SEO Indexing status: 100% Crawlable static semantic HTML

🛠️ Integration Capabilities

Our templates expose inline design tokens like --color-1 and --color-2 for infinite color palettes. This template is designed to fit inside hero elements, full-screen landing pages, and interactive presentation cards.

Technical Code Reference & Syntaxes for Googlebot & Crawlers

The snippets below display the direct, unminified source code utilized for rendering this background.

HTML & Inline CSS Snippet (Vanilla)

<!-- index.html -->
<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>Classic Chrome Light Leak</title>
  <style>
    html, body {
      margin: 0;
      padding: 0;
      width: 100%;
      height: 100%;
      overflow: hidden;
      background: #09090b;
    }
    
    .chrome-leak-container {
      position: absolute;
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      overflow: hidden;
    }
    #canvas-webgl-classic-chrome {
      position: absolute;
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      border: none;
      --speed: 1s;
    }
  </style>
</head>
<body>

  <div class="chrome-leak-container">
    <canvas id="canvas-webgl-classic-chrome"></canvas>
  </div>
  <script>
  (function() {
    const canvas = document.getElementById('canvas-webgl-classic-chrome');
    const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
    if (!gl) return;
  
    const vertices = new Float32Array([
      -1, -1,  1, -1, -1,  1,
      -1,  1,  1, -1,  1,  1
    ]);
  
    const buffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
  
    function createShader(gl, type, source) {
      const shader = gl.createShader(type);
      gl.shaderSource(shader, source);
      gl.compileShader(shader);
      if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        console.error(gl.getShaderInfoLog(shader));
        gl.deleteShader(shader);
        return null;
      }
      return shader;
    }
  
    const vsSource = `
      attribute vec2 position;
      void main() {
        gl_Position = vec4(position, 0.0, 1.0);
      }
    `;
  
    const fsSource = `
      precision mediump float;
      uniform vec2 u_resolution;
      uniform float u_time;
      uniform vec2 u_mouse;
      uniform float u_scroll;
      uniform float u_speed;
  
      vec3 filmContrast(vec3 col) {
        return col * col * (3.0 - 2.0 * col);
      }
  
      float hash(vec2 p) {
        return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
      }
  
      vec3 getAnamorphicLeak(vec2 p, vec2 pos, float size, vec3 col, float intensity, float t) {
        vec2 diff = p - pos;
        
        vec2 diff_r = diff - vec2(0.015, 0.0) * size;
        vec2 diff_g = diff;
        vec2 diff_b = diff + vec2(0.015, 0.0) * size;
        
        diff_r.y *= 2.4;
        diff_g.y *= 2.4;
        diff_b.y *= 2.4;
        
        float d_r = length(diff_r) / size;
        float d_g = length(diff_g) / size;
        float d_b = length(diff_b) / size;
        
        float glow_r = exp(-d_r * d_r * 2.5);
        float glow_g = exp(-d_g * d_g * 2.5);
        float glow_b = exp(-d_b * d_b * 2.5);
        
        float fringe = smoothstep(0.4, 0.9, d_g) * smoothstep(1.2, 0.9, d_g) * 0.45;
        
        vec3 final_col = vec3(glow_r, glow_g, glow_b);
        final_col += vec3(0.9, 0.35, 0.1) * fringe;
        
        return final_col * col * intensity;
      }
  
      void main() {
        vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution) / u_resolution.y;
        float t = u_time * u_speed;
        
        vec3 baseColor = vec3(0.012, 0.010, 0.015);
        
        vec2 key_pos = vec2(0.4, 0.3) + u_mouse * 0.5 + vec2(0.0, u_scroll * 0.3);
        float key_dist = length(p - key_pos);
        vec3 key_light = vec3(0.98, 0.76, 0.50) * exp(-key_dist * key_dist * 1.5) * 0.45;
        
        vec2 fill_pos = vec2(-0.5, -0.4) - u_mouse * 0.3 - vec2(0.0, u_scroll * 0.2);
        float fill_dist = length(p - fill_pos);
        vec3 fill_light = vec3(0.42, 0.60, 0.78) * exp(-fill_dist * fill_dist * 1.2) * 0.35;
        
        vec2 back_pos = vec2(-0.2 + sin(t * 0.4) * 0.4, 0.5 + cos(t * 0.3) * 0.2);
        float back_dist = length(p - back_pos);
        vec3 back_light = vec3(0.88, 0.42, 0.30) * exp(-back_dist * back_dist * 2.0) * 0.40;
        
        vec3 sceneColor = baseColor + key_light + fill_light + back_light;
        
        vec2 leak_pos1 = vec2(sin(t * 0.15) * 0.8, cos(t * 0.11 + 1.0) * 0.5);
        sceneColor += getAnamorphicLeak(p, leak_pos1, 0.65, vec3(0.98, 0.68, 0.32), 0.35, t);
        
        vec2 leak_pos2 = vec2(cos(t * 0.13 - 2.0) * 0.9, sin(t * 0.18 + 0.5) * 0.6);
        sceneColor += getAnamorphicLeak(p, leak_pos2, 0.55, vec3(0.95, 0.25, 0.12), 0.30, t);
        
        vec2 leak_pos3 = vec2(sin(t * 0.08 + 3.0) * 0.6, cos(t * 0.14 - 1.5) * 0.4);
        sceneColor += getAnamorphicLeak(p, leak_pos3, 0.8, vec3(0.88, 0.38, 0.45), 0.20, t);
        
        vec3 finalColor = filmContrast(sceneColor);
        
        float rawNoise = hash(gl_FragCoord.xy + vec2(sin(t * 12.5), cos(t * 8.2)));
        float luma = dot(finalColor, vec3(0.299, 0.587, 0.114));
        float grainMod = smoothstep(0.01, 0.45, luma) * smoothstep(1.0, 0.55, luma);
        float grainAmt = 0.042;
        finalColor += vec3((rawNoise - 0.5) * grainAmt * (0.2 + 0.8 * grainMod));
        
        float d = length(p);
        float vignette = smoothstep(1.6, 0.6, d);
        finalColor *= vignette;
        
        gl_FragColor = vec4(clamp(finalColor, 0.0, 1.0), 1.0);
      }
    `;
  
    const vs = createShader(gl, gl.VERTEX_SHADER, vsSource);
    const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
    if (!vs || !fs) return;
  
    const program = gl.createProgram();
    gl.attachShader(program, vs);
    gl.attachShader(program, fs);
    gl.linkProgram(program);
    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) return;
  
    gl.useProgram(program);
  
    const positionLoc = gl.getAttribLocation(program, 'position');
    gl.enableVertexAttribArray(positionLoc);
    gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
  
    const uResolution = gl.getUniformLocation(program, 'u_resolution');
    const uTime = gl.getUniformLocation(program, 'u_time');
    const uMouse = gl.getUniformLocation(program, 'u_mouse');
    const uScroll = gl.getUniformLocation(program, 'u_scroll');
    const uSpeed = gl.getUniformLocation(program, 'u_speed');
  
    let rawMouseX = 0, rawMouseY = 0;
    let targetMouseX = 0, targetMouseY = 0;
    let currentMouseX = 0, currentMouseY = 0;
  
    window.addEventListener('mousemove', (e) => {
      const rect = canvas.getBoundingClientRect();
      rawMouseX = e.clientX - rect.left;
      rawMouseY = rect.height - (e.clientY - rect.top);
      targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
      targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
    });
  
    window.addEventListener('touchmove', (e) => {
      if (e.touches.length > 0) {
        const touch = e.touches[0];
        const rect = canvas.getBoundingClientRect();
        rawMouseX = touch.clientX - rect.left;
        rawMouseY = rect.height - (touch.clientY - rect.top);
        targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
        targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
      }
    });
  
    let targetScroll = 0;
    let currentScroll = 0;
  
    function updateScroll() {
      const scrollY = window.scrollY;
      const maxScroll = document.documentElement.scrollHeight - window.innerHeight || 1;
      targetScroll = scrollY / maxScroll;
    }
  
    window.addEventListener('scroll', updateScroll, { passive: true });
    window.addEventListener('message', (e) => {
      if (e.data && e.data.type === 'scroll') {
        targetScroll = e.data.percent;
      }
    });
  
    function resize() {
      const rect = canvas.parentNode ? canvas.parentNode.getBoundingClientRect() : null;
      const width = rect ? rect.width : window.innerWidth;
      const height = rect ? rect.height : window.innerHeight;
      if (canvas.width !== width || canvas.height !== height) {
        canvas.width = width;
        canvas.height = height;
        gl.viewport(0, 0, width, height);
      }
    }
    window.addEventListener('resize', resize);
    
    if (canvas.parentNode) {
      const observer = new MutationObserver(resize);
      observer.observe(canvas.parentNode, { attributes: true });
    }
  
    resize();
  
    let startTime = Date.now();
    let active = true;
  
    function render() {
      if (!active) return;
      
      currentMouseX += (targetMouseX - currentMouseX) * 0.05;
      currentMouseY += (targetMouseY - currentMouseY) * 0.05;
      currentScroll += (targetScroll - currentScroll) * 0.05;
  
      let speedStyle = getComputedStyle(canvas).getPropertyValue('--speed') || '1s';
      let speedVal = 1.0;
      if (speedStyle.includes('s')) {
        const parsed = parseFloat(speedStyle);
        if (parsed > 0) speedVal = 1.0 / parsed;
      }
  
      let elapsed = (Date.now() - startTime) / 1000.0;
      
      gl.uniform2f(uResolution, canvas.width, canvas.height);
      gl.uniform1f(uTime, elapsed);
      gl.uniform2f(uMouse, currentMouseX, currentMouseY);
      gl.uniform1f(uScroll, currentScroll);
      gl.uniform1f(uSpeed, speedVal);
  
      gl.drawArrays(gl.TRIANGLES, 0, 6);
      requestAnimationFrame(render);
    }
    requestAnimationFrame(render);
  
    window.addEventListener('beforeunload', () => {
      active = false;
    });
  })();
  </script>

  
</body>
</html>

React Component Wrapper (TSX)

import React from 'react';

export default function ClassicChromeLightLeakBackground() {
  

  return (
    <div 
       
      style={{ width: '100%', height: '100%', position: 'relative', overflow: 'hidden' }}
    >
      <style dangerouslySetInnerHTML={{ __html: `
        .chrome-leak-container {
          position: absolute;
          top: 0;
          left: 0;
          width: 100%;
          height: 100%;
          overflow: hidden;
        }
        #canvas-webgl-classic-chrome {
          position: absolute;
          top: 0;
          left: 0;
          width: 100%;
          height: 100%;
          border: none;
          --speed: 1s;
        }
      ` }} />
      
      {/* HTML Structure */}
      <div 
        style={{ width: '100%', height: '100%' }}
        dangerouslySetInnerHTML={{ __html: `
          <div class="chrome-leak-container">
            <canvas id="canvas-webgl-classic-chrome"></canvas>
          </div>
          <script>
          (function() {
            const canvas = document.getElementById('canvas-webgl-classic-chrome');
            const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
            if (!gl) return;
          
            const vertices = new Float32Array([
              -1, -1,  1, -1, -1,  1,
              -1,  1,  1, -1,  1,  1
            ]);
          
            const buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
            gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
          
            function createShader(gl, type, source) {
              const shader = gl.createShader(type);
              gl.shaderSource(shader, source);
              gl.compileShader(shader);
              if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error(gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
              }
              return shader;
            }
          
            const vsSource = \`
              attribute vec2 position;
              void main() {
                gl_Position = vec4(position, 0.0, 1.0);
              }
            \`;
          
            const fsSource = \`
              precision mediump float;
              uniform vec2 u_resolution;
              uniform float u_time;
              uniform vec2 u_mouse;
              uniform float u_scroll;
              uniform float u_speed;
          
              vec3 filmContrast(vec3 col) {
                return col * col * (3.0 - 2.0 * col);
              }
          
              float hash(vec2 p) {
                return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
              }
          
              vec3 getAnamorphicLeak(vec2 p, vec2 pos, float size, vec3 col, float intensity, float t) {
                vec2 diff = p - pos;
                
                vec2 diff_r = diff - vec2(0.015, 0.0) * size;
                vec2 diff_g = diff;
                vec2 diff_b = diff + vec2(0.015, 0.0) * size;
                
                diff_r.y *= 2.4;
                diff_g.y *= 2.4;
                diff_b.y *= 2.4;
                
                float d_r = length(diff_r) / size;
                float d_g = length(diff_g) / size;
                float d_b = length(diff_b) / size;
                
                float glow_r = exp(-d_r * d_r * 2.5);
                float glow_g = exp(-d_g * d_g * 2.5);
                float glow_b = exp(-d_b * d_b * 2.5);
                
                float fringe = smoothstep(0.4, 0.9, d_g) * smoothstep(1.2, 0.9, d_g) * 0.45;
                
                vec3 final_col = vec3(glow_r, glow_g, glow_b);
                final_col += vec3(0.9, 0.35, 0.1) * fringe;
                
                return final_col * col * intensity;
              }
          
              void main() {
                vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution) / u_resolution.y;
                float t = u_time * u_speed;
                
                vec3 baseColor = vec3(0.012, 0.010, 0.015);
                
                vec2 key_pos = vec2(0.4, 0.3) + u_mouse * 0.5 + vec2(0.0, u_scroll * 0.3);
                float key_dist = length(p - key_pos);
                vec3 key_light = vec3(0.98, 0.76, 0.50) * exp(-key_dist * key_dist * 1.5) * 0.45;
                
                vec2 fill_pos = vec2(-0.5, -0.4) - u_mouse * 0.3 - vec2(0.0, u_scroll * 0.2);
                float fill_dist = length(p - fill_pos);
                vec3 fill_light = vec3(0.42, 0.60, 0.78) * exp(-fill_dist * fill_dist * 1.2) * 0.35;
                
                vec2 back_pos = vec2(-0.2 + sin(t * 0.4) * 0.4, 0.5 + cos(t * 0.3) * 0.2);
                float back_dist = length(p - back_pos);
                vec3 back_light = vec3(0.88, 0.42, 0.30) * exp(-back_dist * back_dist * 2.0) * 0.40;
                
                vec3 sceneColor = baseColor + key_light + fill_light + back_light;
                
                vec2 leak_pos1 = vec2(sin(t * 0.15) * 0.8, cos(t * 0.11 + 1.0) * 0.5);
                sceneColor += getAnamorphicLeak(p, leak_pos1, 0.65, vec3(0.98, 0.68, 0.32), 0.35, t);
                
                vec2 leak_pos2 = vec2(cos(t * 0.13 - 2.0) * 0.9, sin(t * 0.18 + 0.5) * 0.6);
                sceneColor += getAnamorphicLeak(p, leak_pos2, 0.55, vec3(0.95, 0.25, 0.12), 0.30, t);
                
                vec2 leak_pos3 = vec2(sin(t * 0.08 + 3.0) * 0.6, cos(t * 0.14 - 1.5) * 0.4);
                sceneColor += getAnamorphicLeak(p, leak_pos3, 0.8, vec3(0.88, 0.38, 0.45), 0.20, t);
                
                vec3 finalColor = filmContrast(sceneColor);
                
                float rawNoise = hash(gl_FragCoord.xy + vec2(sin(t * 12.5), cos(t * 8.2)));
                float luma = dot(finalColor, vec3(0.299, 0.587, 0.114));
                float grainMod = smoothstep(0.01, 0.45, luma) * smoothstep(1.0, 0.55, luma);
                float grainAmt = 0.042;
                finalColor += vec3((rawNoise - 0.5) * grainAmt * (0.2 + 0.8 * grainMod));
                
                float d = length(p);
                float vignette = smoothstep(1.6, 0.6, d);
                finalColor *= vignette;
                
                gl_FragColor = vec4(clamp(finalColor, 0.0, 1.0), 1.0);
              }
            \`;
          
            const vs = createShader(gl, gl.VERTEX_SHADER, vsSource);
            const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
            if (!vs || !fs) return;
          
            const program = gl.createProgram();
            gl.attachShader(program, vs);
            gl.attachShader(program, fs);
            gl.linkProgram(program);
            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) return;
          
            gl.useProgram(program);
          
            const positionLoc = gl.getAttribLocation(program, 'position');
            gl.enableVertexAttribArray(positionLoc);
            gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
          
            const uResolution = gl.getUniformLocation(program, 'u_resolution');
            const uTime = gl.getUniformLocation(program, 'u_time');
            const uMouse = gl.getUniformLocation(program, 'u_mouse');
            const uScroll = gl.getUniformLocation(program, 'u_scroll');
            const uSpeed = gl.getUniformLocation(program, 'u_speed');
          
            let rawMouseX = 0, rawMouseY = 0;
            let targetMouseX = 0, targetMouseY = 0;
            let currentMouseX = 0, currentMouseY = 0;
          
            window.addEventListener('mousemove', (e) => {
              const rect = canvas.getBoundingClientRect();
              rawMouseX = e.clientX - rect.left;
              rawMouseY = rect.height - (e.clientY - rect.top);
              targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
              targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
            });
          
            window.addEventListener('touchmove', (e) => {
              if (e.touches.length > 0) {
                const touch = e.touches[0];
                const rect = canvas.getBoundingClientRect();
                rawMouseX = touch.clientX - rect.left;
                rawMouseY = rect.height - (touch.clientY - rect.top);
                targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
                targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
              }
            });
          
            let targetScroll = 0;
            let currentScroll = 0;
          
            function updateScroll() {
              const scrollY = window.scrollY;
              const maxScroll = document.documentElement.scrollHeight - window.innerHeight || 1;
              targetScroll = scrollY / maxScroll;
            }
          
            window.addEventListener('scroll', updateScroll, { passive: true });
            window.addEventListener('message', (e) => {
              if (e.data && e.data.type === 'scroll') {
                targetScroll = e.data.percent;
              }
            });
          
            function resize() {
              const rect = canvas.parentNode ? canvas.parentNode.getBoundingClientRect() : null;
              const width = rect ? rect.width : window.innerWidth;
              const height = rect ? rect.height : window.innerHeight;
              if (canvas.width !== width || canvas.height !== height) {
                canvas.width = width;
                canvas.height = height;
                gl.viewport(0, 0, width, height);
              }
            }
            window.addEventListener('resize', resize);
            
            if (canvas.parentNode) {
              const observer = new MutationObserver(resize);
              observer.observe(canvas.parentNode, { attributes: true });
            }
          
            resize();
          
            let startTime = Date.now();
            let active = true;
          
            function render() {
              if (!active) return;
              
              currentMouseX += (targetMouseX - currentMouseX) * 0.05;
              currentMouseY += (targetMouseY - currentMouseY) * 0.05;
              currentScroll += (targetScroll - currentScroll) * 0.05;
          
              let speedStyle = getComputedStyle(canvas).getPropertyValue('--speed') || '1s';
              let speedVal = 1.0;
              if (speedStyle.includes('s')) {
                const parsed = parseFloat(speedStyle);
                if (parsed > 0) speedVal = 1.0 / parsed;
              }
          
              let elapsed = (Date.now() - startTime) / 1000.0;
              
              gl.uniform2f(uResolution, canvas.width, canvas.height);
              gl.uniform1f(uTime, elapsed);
              gl.uniform2f(uMouse, currentMouseX, currentMouseY);
              gl.uniform1f(uScroll, currentScroll);
              gl.uniform1f(uSpeed, speedVal);
          
              gl.drawArrays(gl.TRIANGLES, 0, 6);
              requestAnimationFrame(render);
            }
            requestAnimationFrame(render);
          
            window.addEventListener('beforeunload', () => {
              active = false;
            });
          })();
          </script>
        ` }}
      />
    </div>
  );
}

Next.js App Router Component (use client)

'use client';

import React from 'react';

export default function ClassicChromeLightLeakBackground() {
  

  return (
    <div 
       
      className="w-full h-full relative overflow-hidden"
    >
      <style dangerouslySetInnerHTML={{ __html: `
        .chrome-leak-container {
          position: absolute;
          top: 0;
          left: 0;
          width: 100%;
          height: 100%;
          overflow: hidden;
        }
        #canvas-webgl-classic-chrome {
          position: absolute;
          top: 0;
          left: 0;
          width: 100%;
          height: 100%;
          border: none;
          --speed: 1s;
        }
      ` }} />
      
      {/* HTML Structure */}
      <div 
        className="w-full h-full"
        dangerouslySetInnerHTML={{ __html: `
          <div class="chrome-leak-container">
            <canvas id="canvas-webgl-classic-chrome"></canvas>
          </div>
          <script>
          (function() {
            const canvas = document.getElementById('canvas-webgl-classic-chrome');
            const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
            if (!gl) return;
          
            const vertices = new Float32Array([
              -1, -1,  1, -1, -1,  1,
              -1,  1,  1, -1,  1,  1
            ]);
          
            const buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
            gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
          
            function createShader(gl, type, source) {
              const shader = gl.createShader(type);
              gl.shaderSource(shader, source);
              gl.compileShader(shader);
              if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                console.error(gl.getShaderInfoLog(shader));
                gl.deleteShader(shader);
                return null;
              }
              return shader;
            }
          
            const vsSource = \`
              attribute vec2 position;
              void main() {
                gl_Position = vec4(position, 0.0, 1.0);
              }
            \`;
          
            const fsSource = \`
              precision mediump float;
              uniform vec2 u_resolution;
              uniform float u_time;
              uniform vec2 u_mouse;
              uniform float u_scroll;
              uniform float u_speed;
          
              vec3 filmContrast(vec3 col) {
                return col * col * (3.0 - 2.0 * col);
              }
          
              float hash(vec2 p) {
                return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
              }
          
              vec3 getAnamorphicLeak(vec2 p, vec2 pos, float size, vec3 col, float intensity, float t) {
                vec2 diff = p - pos;
                
                vec2 diff_r = diff - vec2(0.015, 0.0) * size;
                vec2 diff_g = diff;
                vec2 diff_b = diff + vec2(0.015, 0.0) * size;
                
                diff_r.y *= 2.4;
                diff_g.y *= 2.4;
                diff_b.y *= 2.4;
                
                float d_r = length(diff_r) / size;
                float d_g = length(diff_g) / size;
                float d_b = length(diff_b) / size;
                
                float glow_r = exp(-d_r * d_r * 2.5);
                float glow_g = exp(-d_g * d_g * 2.5);
                float glow_b = exp(-d_b * d_b * 2.5);
                
                float fringe = smoothstep(0.4, 0.9, d_g) * smoothstep(1.2, 0.9, d_g) * 0.45;
                
                vec3 final_col = vec3(glow_r, glow_g, glow_b);
                final_col += vec3(0.9, 0.35, 0.1) * fringe;
                
                return final_col * col * intensity;
              }
          
              void main() {
                vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution) / u_resolution.y;
                float t = u_time * u_speed;
                
                vec3 baseColor = vec3(0.012, 0.010, 0.015);
                
                vec2 key_pos = vec2(0.4, 0.3) + u_mouse * 0.5 + vec2(0.0, u_scroll * 0.3);
                float key_dist = length(p - key_pos);
                vec3 key_light = vec3(0.98, 0.76, 0.50) * exp(-key_dist * key_dist * 1.5) * 0.45;
                
                vec2 fill_pos = vec2(-0.5, -0.4) - u_mouse * 0.3 - vec2(0.0, u_scroll * 0.2);
                float fill_dist = length(p - fill_pos);
                vec3 fill_light = vec3(0.42, 0.60, 0.78) * exp(-fill_dist * fill_dist * 1.2) * 0.35;
                
                vec2 back_pos = vec2(-0.2 + sin(t * 0.4) * 0.4, 0.5 + cos(t * 0.3) * 0.2);
                float back_dist = length(p - back_pos);
                vec3 back_light = vec3(0.88, 0.42, 0.30) * exp(-back_dist * back_dist * 2.0) * 0.40;
                
                vec3 sceneColor = baseColor + key_light + fill_light + back_light;
                
                vec2 leak_pos1 = vec2(sin(t * 0.15) * 0.8, cos(t * 0.11 + 1.0) * 0.5);
                sceneColor += getAnamorphicLeak(p, leak_pos1, 0.65, vec3(0.98, 0.68, 0.32), 0.35, t);
                
                vec2 leak_pos2 = vec2(cos(t * 0.13 - 2.0) * 0.9, sin(t * 0.18 + 0.5) * 0.6);
                sceneColor += getAnamorphicLeak(p, leak_pos2, 0.55, vec3(0.95, 0.25, 0.12), 0.30, t);
                
                vec2 leak_pos3 = vec2(sin(t * 0.08 + 3.0) * 0.6, cos(t * 0.14 - 1.5) * 0.4);
                sceneColor += getAnamorphicLeak(p, leak_pos3, 0.8, vec3(0.88, 0.38, 0.45), 0.20, t);
                
                vec3 finalColor = filmContrast(sceneColor);
                
                float rawNoise = hash(gl_FragCoord.xy + vec2(sin(t * 12.5), cos(t * 8.2)));
                float luma = dot(finalColor, vec3(0.299, 0.587, 0.114));
                float grainMod = smoothstep(0.01, 0.45, luma) * smoothstep(1.0, 0.55, luma);
                float grainAmt = 0.042;
                finalColor += vec3((rawNoise - 0.5) * grainAmt * (0.2 + 0.8 * grainMod));
                
                float d = length(p);
                float vignette = smoothstep(1.6, 0.6, d);
                finalColor *= vignette;
                
                gl_FragColor = vec4(clamp(finalColor, 0.0, 1.0), 1.0);
              }
            \`;
          
            const vs = createShader(gl, gl.VERTEX_SHADER, vsSource);
            const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
            if (!vs || !fs) return;
          
            const program = gl.createProgram();
            gl.attachShader(program, vs);
            gl.attachShader(program, fs);
            gl.linkProgram(program);
            if (!gl.getProgramParameter(program, gl.LINK_STATUS)) return;
          
            gl.useProgram(program);
          
            const positionLoc = gl.getAttribLocation(program, 'position');
            gl.enableVertexAttribArray(positionLoc);
            gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
          
            const uResolution = gl.getUniformLocation(program, 'u_resolution');
            const uTime = gl.getUniformLocation(program, 'u_time');
            const uMouse = gl.getUniformLocation(program, 'u_mouse');
            const uScroll = gl.getUniformLocation(program, 'u_scroll');
            const uSpeed = gl.getUniformLocation(program, 'u_speed');
          
            let rawMouseX = 0, rawMouseY = 0;
            let targetMouseX = 0, targetMouseY = 0;
            let currentMouseX = 0, currentMouseY = 0;
          
            window.addEventListener('mousemove', (e) => {
              const rect = canvas.getBoundingClientRect();
              rawMouseX = e.clientX - rect.left;
              rawMouseY = rect.height - (e.clientY - rect.top);
              targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
              targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
            });
          
            window.addEventListener('touchmove', (e) => {
              if (e.touches.length > 0) {
                const touch = e.touches[0];
                const rect = canvas.getBoundingClientRect();
                rawMouseX = touch.clientX - rect.left;
                rawMouseY = rect.height - (touch.clientY - rect.top);
                targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
                targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
              }
            });
          
            let targetScroll = 0;
            let currentScroll = 0;
          
            function updateScroll() {
              const scrollY = window.scrollY;
              const maxScroll = document.documentElement.scrollHeight - window.innerHeight || 1;
              targetScroll = scrollY / maxScroll;
            }
          
            window.addEventListener('scroll', updateScroll, { passive: true });
            window.addEventListener('message', (e) => {
              if (e.data && e.data.type === 'scroll') {
                targetScroll = e.data.percent;
              }
            });
          
            function resize() {
              const rect = canvas.parentNode ? canvas.parentNode.getBoundingClientRect() : null;
              const width = rect ? rect.width : window.innerWidth;
              const height = rect ? rect.height : window.innerHeight;
              if (canvas.width !== width || canvas.height !== height) {
                canvas.width = width;
                canvas.height = height;
                gl.viewport(0, 0, width, height);
              }
            }
            window.addEventListener('resize', resize);
            
            if (canvas.parentNode) {
              const observer = new MutationObserver(resize);
              observer.observe(canvas.parentNode, { attributes: true });
            }
          
            resize();
          
            let startTime = Date.now();
            let active = true;
          
            function render() {
              if (!active) return;
              
              currentMouseX += (targetMouseX - currentMouseX) * 0.05;
              currentMouseY += (targetMouseY - currentMouseY) * 0.05;
              currentScroll += (targetScroll - currentScroll) * 0.05;
          
              let speedStyle = getComputedStyle(canvas).getPropertyValue('--speed') || '1s';
              let speedVal = 1.0;
              if (speedStyle.includes('s')) {
                const parsed = parseFloat(speedStyle);
                if (parsed > 0) speedVal = 1.0 / parsed;
              }
          
              let elapsed = (Date.now() - startTime) / 1000.0;
              
              gl.uniform2f(uResolution, canvas.width, canvas.height);
              gl.uniform1f(uTime, elapsed);
              gl.uniform2f(uMouse, currentMouseX, currentMouseY);
              gl.uniform1f(uScroll, currentScroll);
              gl.uniform1f(uSpeed, speedVal);
          
              gl.drawArrays(gl.TRIANGLES, 0, 6);
              requestAnimationFrame(render);
            }
            requestAnimationFrame(render);
          
            window.addEventListener('beforeunload', () => {
              active = false;
            });
          })();
          </script>
        ` }}
      />
    </div>
  );
}

Raw CSS Stylesheet Snippet

.chrome-leak-container {
  position: absolute;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  overflow: hidden;
}
#canvas-webgl-classic-chrome {
  position: absolute;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  border: none;
  --speed: 1s;
}