| name | shaders-cursor-ripples |
| description | Add cursor-following fluid WebGPU distortion over an existing image with the Shaders library's ImageTexture and CursorRipples components. Use when a hero, gallery, or media panel needs a water-ripple mouse effect; when replacing a drifting CSS spotlight or flashlight reveal; or when a prompt says to borrow only the shader interaction from a Shaders.com reference while preserving the current brand, image, copy, and layout. |
Shaders Cursor Ripples
Core Contract
- Preserve the existing page, content, and semantic image.
- Install
shaders and import from the active framework subpath.
- Render the source image through one
Shader canvas.
- Place
CursorRipples after ImageTexture so it post-processes that image.
- Keep
toneMapping="aces" on the root.
- Let Shaders track the cursor. Remove custom spotlight coordinates, radial masks, duplicated reveal images, and pointer animation loops.
- Keep one real image beneath the canvas as the accessible loading and WebGPU fallback.
- Disable the shader for reduced motion and unsupported WebGPU.
- Lazy-load the shader code so the library does not inflate the initial page bundle.
When the user asks for only the shader effect, do not copy a reference's ribbon, blob, glow, typography, layout, copy, colors, or identity. Do not substitute the Shaders Water component: CursorRipples is the interactive image-displacement effect.
Inspect Before Editing
- Find the real media wrapper, image URL, crop, overlays, z-index, and existing motion.
- Confirm the wrapper has a non-zero rendered width and height.
- Search for old reveal code such as
data-reveal-hover, mask-image: radial-gradient, duplicated images, requestAnimationFrame, and manual pointer listeners.
- Preserve unrelated parallax or entrance motion unless it conflicts with the shader canvas.
- Check the installed
shaders version and current framework API when the package may have changed.
Install
npm install shaders
Import from shaders/react, shaders/vue, shaders/svelte, or shaders/solid. For Vite projects, never add shaders to optimizeDeps.exclude; its CommonJS dependencies need Vite pre-bundling. No optimizeDeps entry is normally required.
Before a commercial release, verify the current Shaders license terms.
Required Composition
Keep the component order and values below:
<Shader toneMapping="aces">
<ImageTexture url={imageUrl} objectFit="cover" />
<CursorRipples decay={7.3} radius={0.6} />
</Shader>
Use this as the baseline before tuning intensity, chromaticSplit, or edges. Do not add SolidColor, Blob, Form3D, GaborNoise, Glow, or another generator unless the user explicitly requests the reference's generated artwork.
For React, copy and adapt assets/react/cursor-ripple-shader.tsx and assets/react/cursor-ripple-media.css.
Client and Fallback Pattern
Mount the shader only after the browser confirms WebGPU and motion is allowed:
const CursorRippleShader = lazy(() => import("./cursor-ripple-shader"));
const [shaderEnabled, setShaderEnabled] = useState(false);
const [shaderReady, setShaderReady] = useState(false);
useEffect(() => {
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)");
const sync = () => {
const enabled = "gpu" in navigator && !reduceMotion.matches;
setShaderEnabled(enabled);
if (!enabled) setShaderReady(false);
};
sync();
reduceMotion.addEventListener("change", sync);
return () => reduceMotion.removeEventListener("change", sync);
}, []);
Keep the semantic image in the wrapper, then overlay the lazy shader:
<figure className="cursor-ripple-media">
<img
className="cursor-ripple-media__fallback"
src={imageUrl}
alt={meaningfulAlt}
width={width}
height={height}
/>
{shaderEnabled ? (
<Suspense fallback={null}>
<CursorRippleShader
imageUrl={imageUrl}
ready={shaderReady}
onReady={() => setShaderReady(true)}
/>
</Suspense>
) : null}
</figure>
For Next.js, an ssr: false dynamic import is also valid. Do not hide the fallback until the shader calls onReady; a failed WebGPU initialization must leave the page legible and complete.
Layering Rules
- Give the media wrapper
position: relative, a definite size, overflow: hidden, and isolation: isolate.
- Keep the fallback at z-index
0 and the canvas at z-index 1.
- Fill the wrapper with
position: absolute; inset: 0; width: 100%; height: 100%.
- Set the shader layer to
pointer-events: none; Shaders listens globally and converts pointer coordinates using the canvas bounds.
- Mark the shader wrapper
aria-hidden="true"; the fallback image owns the accessible name.
- Place copy, links, and controls above the canvas so the effect never intercepts interaction.
- Preserve the same crop between the fallback and
ImageTexture. Use objectFit="cover" for full-bleed media.
Remove the Failed Spotlight Pattern
Delete the old implementation rather than leaving it hidden:
- second reveal image;
- radial
mask-image and custom reveal variables;
- smoke or blur overlays tied to pointer position;
- component-local
requestAnimationFrame pointer easing;
pointerenter, pointermove, pointerleave, and resize bookkeeping created only for the flashlight;
- coarse-pointer rules that reference the retired reveal layers.
Keeping both systems causes coordinate drift, extra GPU work, and confusing fallbacks.
Performance and Motion
- Lazy-load the shader module behind the WebGPU check.
- Keep exactly one shader canvas for the media panel.
- Use the library's
onReady callback for a short opacity handoff.
- Use
disableTelemetry when telemetry is not required.
- Do not animate the canvas size; animate a stable parent if parallax is needed.
- Disable or unmount the shader under
prefers-reduced-motion: reduce.
- Keep touch layouts usable with the static image; never put essential information inside the effect.
Verification
Run the project's lint, production build, rendered tests, and git diff --check. Then verify in a real browser:
- Confirm exactly one
canvas[data-renderer="shaders"] exists.
- Confirm the shader reaches its ready class and the fallback image remains present.
- Sweep the pointer across several points in the media. The distortion must follow that path without a detached circle.
- Confirm links and controls remain clickable.
- Confirm no console errors or warnings occur.
- Confirm the static image remains when WebGPU is unavailable or reduced motion is enabled.
- Confirm the old
data-reveal-hover or radial-mask layer is absent.
- Check mobile and desktop crops after the canvas initializes.
Failure Diagnosis
- Canvas exists but is blank: verify the wrapper has non-zero dimensions and the image URL is same-origin or CORS-readable.
- Image renders but does not ripple: keep
CursorRipples after ImageTexture; it requires a child/input surface.
- Ripple is offset: remove manual pointer transforms and check whether a transformed ancestor changes the canvas bounds.
- Page crashes during SSR: move the shader into a client-only, lazy-loaded component.
- Image flashes on load: retain the fallback and fade the shader in only from
onReady.
- Initial bundle becomes large: confirm the Shaders import lives only inside the lazy module.
- Effect blocks buttons: keep the canvas pointer-transparent and controls in a higher stacking layer.
Handoff
Report the affected media, Shaders package version, fallback behavior, reduced-motion behavior, build/test results, and live interaction verification. Distinguish a locally ready effect from a published deployment.