WebGL Liquid Plasma
🟠 WebGLAn elegant, highly vibrant mathematical multi-wave plasma simulation. Shifting through neon pinks, oranges, and deep starlight indigos with fluid interactive warping.
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 Plasma - WebGL 3D GPU WebGL background for React & Tailwind
Integrate the WebGL Liquid Plasma 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 Plasma</title>
<style>
html, body {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
background: #09090b;
}
#canvas-webgl-plasma {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border: none;
}
</style>
</head>
<body>
<canvas id="canvas-webgl-plasma"></canvas>
<script>
(function() {
const canvas = document.getElementById('canvas-webgl-plasma');
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;
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);
p += (p - mouse) * exp(-d * 4.0) * 0.12;
float t = u_time * 0.5;
float v1 = sin(p.x * 5.0 + t);
float v2 = sin(5.0 * (p.y * sin(t / 2.0) + p.x * cos(t / 3.0)) + t);
float cx = p.x + 0.5 * sin(t / 5.0);
float cy = p.y + 0.5 * cos(t / 3.0);
float v3 = sin(sqrt(100.0 * (cx*cx + cy*cy) + 1.0) + t);
float v = (v1 + v2 + v3) / 3.0;
vec3 col1 = vec3(0.9, 0.1, 0.55);
vec3 col2 = vec3(0.1, 0.5, 0.95);
vec3 col3 = vec3(0.95, 0.6, 0.1);
vec3 color = mix(col1, col2, sin(v * 3.14159));
color = mix(color, col3, cos(v * 1.5) * 0.5 + 0.5);
color *= (0.4 + 0.6 * sin(v * 6.28 + t));
color = mix(color, vec3(0.04, 0.02, 0.07), 0.5);
float vignette = smoothstep(1.2, 0.5, length(uv - 0.5));
color *= vignette;
gl_FragColor = vec4(color, 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 WebGLLiquidPlasmaBackground() {
return (
<div
style={{ width: '100%', height: '100%', position: 'relative', overflow: 'hidden' }}
>
<style dangerouslySetInnerHTML={{ __html: `
#canvas-webgl-plasma {
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-plasma"></canvas>
<script>
(function() {
const canvas = document.getElementById('canvas-webgl-plasma');
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;
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);
p += (p - mouse) * exp(-d * 4.0) * 0.12;
float t = u_time * 0.5;
float v1 = sin(p.x * 5.0 + t);
float v2 = sin(5.0 * (p.y * sin(t / 2.0) + p.x * cos(t / 3.0)) + t);
float cx = p.x + 0.5 * sin(t / 5.0);
float cy = p.y + 0.5 * cos(t / 3.0);
float v3 = sin(sqrt(100.0 * (cx*cx + cy*cy) + 1.0) + t);
float v = (v1 + v2 + v3) / 3.0;
vec3 col1 = vec3(0.9, 0.1, 0.55);
vec3 col2 = vec3(0.1, 0.5, 0.95);
vec3 col3 = vec3(0.95, 0.6, 0.1);
vec3 color = mix(col1, col2, sin(v * 3.14159));
color = mix(color, col3, cos(v * 1.5) * 0.5 + 0.5);
color *= (0.4 + 0.6 * sin(v * 6.28 + t));
color = mix(color, vec3(0.04, 0.02, 0.07), 0.5);
float vignette = smoothstep(1.2, 0.5, length(uv - 0.5));
color *= vignette;
gl_FragColor = vec4(color, 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 WebGLLiquidPlasmaBackground() {
return (
<div
className="w-full h-full relative overflow-hidden"
>
<style dangerouslySetInnerHTML={{ __html: `
#canvas-webgl-plasma {
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-plasma"></canvas>
<script>
(function() {
const canvas = document.getElementById('canvas-webgl-plasma');
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;
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);
p += (p - mouse) * exp(-d * 4.0) * 0.12;
float t = u_time * 0.5;
float v1 = sin(p.x * 5.0 + t);
float v2 = sin(5.0 * (p.y * sin(t / 2.0) + p.x * cos(t / 3.0)) + t);
float cx = p.x + 0.5 * sin(t / 5.0);
float cy = p.y + 0.5 * cos(t / 3.0);
float v3 = sin(sqrt(100.0 * (cx*cx + cy*cy) + 1.0) + t);
float v = (v1 + v2 + v3) / 3.0;
vec3 col1 = vec3(0.9, 0.1, 0.55);
vec3 col2 = vec3(0.1, 0.5, 0.95);
vec3 col3 = vec3(0.95, 0.6, 0.1);
vec3 color = mix(col1, col2, sin(v * 3.14159));
color = mix(color, col3, cos(v * 1.5) * 0.5 + 0.5);
color *= (0.4 + 0.6 * sin(v * 6.28 + t));
color = mix(color, vec3(0.04, 0.02, 0.07), 0.5);
float vignette = smoothstep(1.2, 0.5, length(uv - 0.5));
color *= vignette;
gl_FragColor = vec4(color, 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-plasma {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border: none;
}