WebGL Liquid Mercury
🟠 WebGLA gorgeous real-time liquid chrome surface simulation. Watch metallic ripples of reflective mercury wave and refract ambient violet and aqua light around cursor forces.
Responsive Horizontal Leaderboard
Slot ID: ca-pub-detail-below-preview
Interactive Settings
Medium Rectangle Block
Slot ID: ca-pub-detail-after-customization
Quick Copy Actions
Download File Packages
Keyboard Shortcuts
Responsive Horizontal Leaderboard
Slot ID: ca-pub-detail-before-related
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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;
}