https://motioncanvas.online/preview/webgl-liquid-mercury
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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 WebGL Liquid Mercury 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: WEBGL LIQUID MERCURY

WebGL Liquid Mercury

🟠 WebGL

A gorgeous real-time liquid chrome surface simulation. Watch metallic ripples of reflective mercury wave and refract ambient violet and aqua light around cursor forces.

#WebGL#liquid#mercury#chrome#metallic#refraction
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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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More in WebGL

WebGL Liquid Mercury - WebGL 3D GPU WebGL background for React & Tailwind

Integrate the WebGL Liquid Mercury directly into your website. This asset is rendered using raw WebGL shader context. It is optimized for zero layout-shifts and runs with high-performance hardware-accelerated processing.

Performance Specifications

  • Render Mode: WEBGL (WebGL 3D GPU)
  • 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>WebGL Liquid Mercury</title>
  <style>
    html, body {
      margin: 0;
      padding: 0;
      width: 100%;
      height: 100%;
      overflow: hidden;
      background: #09090b;
    }
    
    #canvas-webgl-mercury {
      position: absolute;
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      border: none;
    }
  </style>
</head>
<body>

  <canvas id="canvas-webgl-mercury"></canvas>
  <script>
  (function() {
    const canvas = document.getElementById('canvas-webgl-mercury');
    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;
  
      vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
  
      float snoise(vec2 v){
        const vec4 C = vec4(0.211324865405187, 0.366025403784439,
                 -0.577350269189626, 0.024390243902439);
        vec2 i  = floor(v + dot(v, C.yy) );
        vec2 x0 = v -   i + dot(i, C.xx) ;
        vec2 i1;
        i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
        vec4 x12 = x0.xyxy + C.xxzz;
        x12.xy -= i1;
        i = mod(i, 289.0);
        vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
        + i.x + vec3(0.0, i1.x, 1.0 ));
        vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
          dot(x12.zw,x12.zw)), 0.0);
        m = m*m ;
        m = m*m ;
        vec3 x = 2.0 * fract(p * C.www) - 1.0;
        vec3 h = abs(x) - 0.5;
        vec3 a0 = x - floor(x + 0.5);
        vec3 g = a0*vec3(x0.x,x12.xz) + h*vec3(x0.y,x12.yw);
        vec3 col = 130.0 * m * g;
        return col.x;
      }
  
      void main() {
        vec2 uv = gl_FragCoord.xy / u_resolution.xy;
        vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
        vec2 mouse = (u_mouse - 0.5 * u_resolution.xy) / u_resolution.y;
  
        float d = length(p - mouse);
        float force = exp(-d * 3.0) * 0.5;
  
        float t = u_time * 0.4;
        vec2 offset = vec2(
          snoise(p * 2.0 + vec2(t, t * 0.5)),
          snoise(p * 2.0 - vec2(t * 0.7, t))
        ) * (0.15 + force);
  
        p += offset;
  
        float nX = snoise(p * 3.0 + vec2(0.01, 0.0)) - snoise(p * 3.0 - vec2(0.01, 0.0));
        float nY = snoise(p * 3.0 + vec2(0.0, 0.01)) - snoise(p * 3.0 - vec2(0.0, 0.01));
        vec3 normal = normalize(vec3(nX, nY, 0.2));
  
        vec3 lightDir = normalize(vec3(0.5, 0.5, 1.0));
        float spec = pow(max(dot(normal, lightDir), 0.0), 32.0);
        float diff = max(dot(normal, lightDir), 0.0);
  
        vec3 baseColor = mix(vec3(0.05, 0.05, 0.1), vec3(0.2, 0.4, 0.8), normal.z);
        baseColor = mix(baseColor, vec3(0.8, 0.3, 0.9), normal.x * 0.5 + 0.5);
        
        vec3 mercury = baseColor * (diff * 0.5 + 0.5) + vec3(spec * 1.5);
        
        float vignette = smoothstep(1.5, 0.5, length(uv - 0.5));
        mercury *= vignette;
  
        gl_FragColor = vec4(mercury, 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');
  
    let mouseX = 0, mouseY = 0;
    window.addEventListener('mousemove', (e) => {
      mouseX = e.clientX;
      mouseY = canvas.height - e.clientY;
    });
  
    function resize() {
      const width = window.innerWidth;
      const 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);
    resize();
  
    let startTime = Date.now();
    function render() {
      let elapsed = (Date.now() - startTime) / 1000.0;
      gl.uniform2f(uResolution, canvas.width, canvas.height);
      gl.uniform1f(uTime, elapsed);
      gl.uniform2f(uMouse, mouseX, mouseY);
  
      gl.drawArrays(gl.TRIANGLES, 0, 6);
      requestAnimationFrame(render);
    }
    requestAnimationFrame(render);
  })();
  </script>

  
</body>
</html>

React Component Wrapper (TSX)

import React from 'react';

export default function WebGLLiquidMercuryBackground() {
  

  return (
    <div 
       
      style={{ width: '100%', height: '100%', position: 'relative', overflow: 'hidden' }}
    >
      <style dangerouslySetInnerHTML={{ __html: `
        #canvas-webgl-mercury {
          position: absolute;
          top: 0;
          left: 0;
          width: 100%;
          height: 100%;
          border: none;
        }
      ` }} />
      
      {/* HTML Structure */}
      <div 
        style={{ width: '100%', height: '100%' }}
        dangerouslySetInnerHTML={{ __html: `
          <canvas id="canvas-webgl-mercury"></canvas>
          <script>
          (function() {
            const canvas = document.getElementById('canvas-webgl-mercury');
            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;
          
              vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
          
              float snoise(vec2 v){
                const vec4 C = vec4(0.211324865405187, 0.366025403784439,
                         -0.577350269189626, 0.024390243902439);
                vec2 i  = floor(v + dot(v, C.yy) );
                vec2 x0 = v -   i + dot(i, C.xx) ;
                vec2 i1;
                i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
                vec4 x12 = x0.xyxy + C.xxzz;
                x12.xy -= i1;
                i = mod(i, 289.0);
                vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
                + i.x + vec3(0.0, i1.x, 1.0 ));
                vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
                  dot(x12.zw,x12.zw)), 0.0);
                m = m*m ;
                m = m*m ;
                vec3 x = 2.0 * fract(p * C.www) - 1.0;
                vec3 h = abs(x) - 0.5;
                vec3 a0 = x - floor(x + 0.5);
                vec3 g = a0*vec3(x0.x,x12.xz) + h*vec3(x0.y,x12.yw);
                vec3 col = 130.0 * m * g;
                return col.x;
              }
          
              void main() {
                vec2 uv = gl_FragCoord.xy / u_resolution.xy;
                vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
                vec2 mouse = (u_mouse - 0.5 * u_resolution.xy) / u_resolution.y;
          
                float d = length(p - mouse);
                float force = exp(-d * 3.0) * 0.5;
          
                float t = u_time * 0.4;
                vec2 offset = vec2(
                  snoise(p * 2.0 + vec2(t, t * 0.5)),
                  snoise(p * 2.0 - vec2(t * 0.7, t))
                ) * (0.15 + force);
          
                p += offset;
          
                float nX = snoise(p * 3.0 + vec2(0.01, 0.0)) - snoise(p * 3.0 - vec2(0.01, 0.0));
                float nY = snoise(p * 3.0 + vec2(0.0, 0.01)) - snoise(p * 3.0 - vec2(0.0, 0.01));
                vec3 normal = normalize(vec3(nX, nY, 0.2));
          
                vec3 lightDir = normalize(vec3(0.5, 0.5, 1.0));
                float spec = pow(max(dot(normal, lightDir), 0.0), 32.0);
                float diff = max(dot(normal, lightDir), 0.0);
          
                vec3 baseColor = mix(vec3(0.05, 0.05, 0.1), vec3(0.2, 0.4, 0.8), normal.z);
                baseColor = mix(baseColor, vec3(0.8, 0.3, 0.9), normal.x * 0.5 + 0.5);
                
                vec3 mercury = baseColor * (diff * 0.5 + 0.5) + vec3(spec * 1.5);
                
                float vignette = smoothstep(1.5, 0.5, length(uv - 0.5));
                mercury *= vignette;
          
                gl_FragColor = vec4(mercury, 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');
          
            let mouseX = 0, mouseY = 0;
            window.addEventListener('mousemove', (e) => {
              mouseX = e.clientX;
              mouseY = canvas.height - e.clientY;
            });
          
            function resize() {
              const width = window.innerWidth;
              const 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);
            resize();
          
            let startTime = Date.now();
            function render() {
              let elapsed = (Date.now() - startTime) / 1000.0;
              gl.uniform2f(uResolution, canvas.width, canvas.height);
              gl.uniform1f(uTime, elapsed);
              gl.uniform2f(uMouse, mouseX, mouseY);
          
              gl.drawArrays(gl.TRIANGLES, 0, 6);
              requestAnimationFrame(render);
            }
            requestAnimationFrame(render);
          })();
          </script>
        ` }}
      />
    </div>
  );
}

Next.js App Router Component (use client)

'use client';

import React from 'react';

export default function WebGLLiquidMercuryBackground() {
  

  return (
    <div 
       
      className="w-full h-full relative overflow-hidden"
    >
      <style dangerouslySetInnerHTML={{ __html: `
        #canvas-webgl-mercury {
          position: absolute;
          top: 0;
          left: 0;
          width: 100%;
          height: 100%;
          border: none;
        }
      ` }} />
      
      {/* HTML Structure */}
      <div 
        className="w-full h-full"
        dangerouslySetInnerHTML={{ __html: `
          <canvas id="canvas-webgl-mercury"></canvas>
          <script>
          (function() {
            const canvas = document.getElementById('canvas-webgl-mercury');
            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;
          
              vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
          
              float snoise(vec2 v){
                const vec4 C = vec4(0.211324865405187, 0.366025403784439,
                         -0.577350269189626, 0.024390243902439);
                vec2 i  = floor(v + dot(v, C.yy) );
                vec2 x0 = v -   i + dot(i, C.xx) ;
                vec2 i1;
                i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
                vec4 x12 = x0.xyxy + C.xxzz;
                x12.xy -= i1;
                i = mod(i, 289.0);
                vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
                + i.x + vec3(0.0, i1.x, 1.0 ));
                vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
                  dot(x12.zw,x12.zw)), 0.0);
                m = m*m ;
                m = m*m ;
                vec3 x = 2.0 * fract(p * C.www) - 1.0;
                vec3 h = abs(x) - 0.5;
                vec3 a0 = x - floor(x + 0.5);
                vec3 g = a0*vec3(x0.x,x12.xz) + h*vec3(x0.y,x12.yw);
                vec3 col = 130.0 * m * g;
                return col.x;
              }
          
              void main() {
                vec2 uv = gl_FragCoord.xy / u_resolution.xy;
                vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
                vec2 mouse = (u_mouse - 0.5 * u_resolution.xy) / u_resolution.y;
          
                float d = length(p - mouse);
                float force = exp(-d * 3.0) * 0.5;
          
                float t = u_time * 0.4;
                vec2 offset = vec2(
                  snoise(p * 2.0 + vec2(t, t * 0.5)),
                  snoise(p * 2.0 - vec2(t * 0.7, t))
                ) * (0.15 + force);
          
                p += offset;
          
                float nX = snoise(p * 3.0 + vec2(0.01, 0.0)) - snoise(p * 3.0 - vec2(0.01, 0.0));
                float nY = snoise(p * 3.0 + vec2(0.0, 0.01)) - snoise(p * 3.0 - vec2(0.0, 0.01));
                vec3 normal = normalize(vec3(nX, nY, 0.2));
          
                vec3 lightDir = normalize(vec3(0.5, 0.5, 1.0));
                float spec = pow(max(dot(normal, lightDir), 0.0), 32.0);
                float diff = max(dot(normal, lightDir), 0.0);
          
                vec3 baseColor = mix(vec3(0.05, 0.05, 0.1), vec3(0.2, 0.4, 0.8), normal.z);
                baseColor = mix(baseColor, vec3(0.8, 0.3, 0.9), normal.x * 0.5 + 0.5);
                
                vec3 mercury = baseColor * (diff * 0.5 + 0.5) + vec3(spec * 1.5);
                
                float vignette = smoothstep(1.5, 0.5, length(uv - 0.5));
                mercury *= vignette;
          
                gl_FragColor = vec4(mercury, 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');
          
            let mouseX = 0, mouseY = 0;
            window.addEventListener('mousemove', (e) => {
              mouseX = e.clientX;
              mouseY = canvas.height - e.clientY;
            });
          
            function resize() {
              const width = window.innerWidth;
              const 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);
            resize();
          
            let startTime = Date.now();
            function render() {
              let elapsed = (Date.now() - startTime) / 1000.0;
              gl.uniform2f(uResolution, canvas.width, canvas.height);
              gl.uniform1f(uTime, elapsed);
              gl.uniform2f(uMouse, mouseX, mouseY);
          
              gl.drawArrays(gl.TRIANGLES, 0, 6);
              requestAnimationFrame(render);
            }
            requestAnimationFrame(render);
          })();
          </script>
        ` }}
      />
    </div>
  );
}

Raw CSS Stylesheet Snippet

#canvas-webgl-mercury {
  position: absolute;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  border: none;
}