awwwardedui
blockclouds-shader-backgroundsource: ok · refreshed
Clouds Shader Background
A self-contained WebGL cloudscape built from the supplied Shadertoy-style noise shader.
npx shadcn add "https://awwwardedui.vercel.app/r/clouds-shader-background.json"free
Visual style
particle
Tags auto-generated by rules on 9/24/2026 — empty means no evidence, not lack of support.
Files2 · source cached 10/7/2026, 11:29:20 PM
registry/components/clouds-shader-background-source.ts
export const cloudsFragmentShader = String.raw`#version 300 es
precision highp float;
layout(location = 0) out vec4 outColor;
uniform vec3 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform float iFrameRate;
uniform int iFrame;
uniform float iChannelTime[4];
uniform vec3 iChannelResolution[4];
uniform vec4 iMouse;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
uniform vec4 iDate;
uniform float iSampleRate;
const float cloudscale = 1.1;
const float speed = 0.03;
const float clouddark = 0.5;
const float cloudlight = 0.3;
const float cloudcover = 0.2;
const float cloudalpha = 8.0;
const float skytint = 0.5;
const vec3 skycolour1 = vec3(0.2, 0.4, 0.6);
const vec3 skycolour2 = vec3(0.4, 0.7, 1.0);
const mat2 m = mat2(1.6, 1.2, -1.2, 1.6);
vec2 hash(vec2 p) {
p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
}
float noise(in vec2 p) {
const float K1 = 0.366025404;
const float K2 = 0.211324865;
vec2 i = floor(p + (p.x + p.y) * K1);
vec2 a = p - i + (i.x + i.y) * K2;
vec2 o = (a.x > a.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0 * K2;
vec3 h = max(0.5 - vec3(dot(a, a), dot(b, b), dot(c, c)), 0.0);
vec3 n = h * h * h * h * vec3(dot(a, hash(i)), dot(b, hash(i + o)), dot(c, hash(i + 1.0)));
return dot(n, vec3(70.0));
}
float fbm(vec2 n) {
float total = 0.0;
float amplitude = 0.1;
for (int i = 0; i < 7; i++) {
total += noise(n) * amplitude;
n = m * n;
amplitude *= 0.4;
}
return total;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 p = fragCoord.xy / iResolution.xy;
vec2 uv = p * vec2(iResolution.x / iResolution.y, 1.0);
float time = iTime * speed;
float q = fbm(uv * cloudscale * 0.5);
float r = 0.0;
uv *= cloudscale;
uv -= q - time;
float weight = 0.8;
for (int i = 0; i < 8; i++) {
r += abs(weight * noise(uv));
uv = m * uv + time;
weight *= 0.7;
}
float f = 0.0;
uv = p * vec2(iResolution.x / iResolution.y, 1.0);
uv *= cloudscale;
uv -= q - time;
weight = 0.7;
for (int i = 0; i < 8; i++) {
f += weight * noise(uv);
uv = m * uv + time;
weight *= 0.6;
}
f *= r + f;
float c = 0.0;
time = iTime * speed * 2.0;
uv = p * vec2(iResolution.x / iResolution.y, 1.0);
uv *= cloudscale * 2.0;
uv -= q - time;
weight = 0.4;
for (int i = 0; i < 7; i++) {
c += weight * noise(uv);
uv = m * uv + time;
weight *= 0.6;
}
float c1 = 0.0;
time = iTime * speed * 3.0;
uv = p * vec2(iResolution.x / iResolution.y, 1.0);
uv *= cloudscale * 3.0;
uv -= q - time;
weight = 0.4;
for (int i = 0; i < 7; i++) {
c1 += abs(weight * noise(uv));
uv = m * uv + time;
weight *= 0.6;
}
c += c1;
vec3 skycolour = mix(skycolour2, skycolour1, p.y);
vec3 cloudcolour = vec3(1.1, 1.1, 0.9) * clamp(clouddark + cloudlight * c, 0.0, 1.0);
f = cloudcover + cloudalpha * f * r;
vec3 result = mix(skycolour, clamp(skytint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0));
fragColor = vec4(result, 1.0);
}
void main() {
vec4 color;
mainImage(color, gl_FragCoord.xy);
outColor = color;
}`
registry/components/clouds-shader-background.tsx
"use client"
import { useEffect, useRef } from "react"
import { cn } from "@/lib/utils"
import { cloudsFragmentShader } from "./clouds-shader-background-source"
const vertexShader = `#version 300 es
in vec2 a_position;
void main() { gl_Position = vec4(a_position, 0.0, 1.0); }`
export type CloudsShaderBackgroundProps = {
className?: string
animate?: boolean
}
export function CloudsShaderBackground({ className, animate = true }: CloudsShaderBackgroundProps) {
const canvasRef = useRef<HTMLCanvasElement>(null)
useEffect(() => {
const canvas = canvasRef.current
const gl = canvas?.getContext("webgl2", { alpha: false, antialias: false })
if (!canvas || !gl) return
const shouldAnimate = animate && !window.matchMedia("(prefers-reduced-motion: reduce)").matches
const compile = (type: number, source: string) => {
const shader = gl.createShader(type)
if (!shader) throw new Error("Unable to create shader.")
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const message = gl.getShaderInfoLog(shader) ?? "Unknown shader compile error."
gl.deleteShader(shader)
throw new Error(message)
}
return shader
}
let program: WebGLProgram
try {
program = gl.createProgram()!
gl.attachShader(program, compile(gl.VERTEX_SHADER, vertexShader))
gl.attachShader(program, compile(gl.FRAGMENT_SHADER, cloudsFragmentShader))
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(program) ?? "Unable to link shader program.")
gl.useProgram(program)
} catch (error) {
console.error("Clouds shader failed to compile.", error)
return
}
const buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW)
const position = gl.getAttribLocation(program, "a_position")
gl.enableVertexAttribArray(position)
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)
const uniform = (name: string) => gl.getUniformLocation(program, name)
const resolution = uniform("iResolution")
const time = uniform("iTime")
const timeDelta = uniform("iTimeDelta")
const frameRate = uniform("iFrameRate")
const frame = uniform("iFrame")
const channelTime = uniform("iChannelTime")
const channelResolution = uniform("iChannelResolution")
const mouse = uniform("iMouse")
const date = uniform("iDate")
const sampleRate = uniform("iSampleRate")
const pointer = { x: 0, y: 0, clickX: 0, clickY: 0 }
let pointerDown = false
let width = 1
let height = 1
let frameNumber = 0
let lastTime = 0
let animationFrame = 0
const resize = () => {
const ratio = Math.min(window.devicePixelRatio || 1, 2)
width = Math.max(1, Math.floor(canvas.clientWidth * ratio))
height = Math.max(1, Math.floor(canvas.clientHeight * ratio))
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width
canvas.height = height
gl.viewport(0, 0, width, height)
}
}
const updatePointer = (event: PointerEvent) => {
const rect = canvas.getBoundingClientRect()
pointer.x = (event.clientX - rect.left) / rect.width * width
pointer.y = (rect.bottom - event.clientY) / rect.height * height
}
const onPointerDown = (event: PointerEvent) => {
updatePointer(event)
pointer.clickX = pointer.x
pointer.clickY = pointer.y
pointerDown = true
}
const onPointerMove = (event: PointerEvent) => updatePointer(event)
const onPointerUp = () => { pointerDown = false }
const setDate = (now: Date) => gl.uniform4f(date, now.getFullYear(), now.getMonth() + 1, now.getDate(), now.getHours() * 3600 + now.getMinutes() * 60 + now.getSeconds())
const render = (now: number) => {
resize()
const seconds = now * 0.001
const delta = lastTime ? seconds - lastTime : 0
lastTime = seconds
gl.uniform3f(resolution, width, height, 1)
gl.uniform1f(time, shouldAnimate ? seconds : 0)
gl.uniform1f(timeDelta, delta)
gl.uniform1f(frameRate, delta > 0 ? 1 / delta : 60)
gl.uniform1i(frame, frameNumber)
gl.uniform1fv(channelTime, new Float32Array([seconds, seconds, seconds, seconds]))
gl.uniform3fv(channelResolution, new Float32Array([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]))
gl.uniform4f(mouse, pointerDown ? pointer.x : 0, pointerDown ? pointer.y : 0, pointer.clickX, pointer.clickY)
setDate(new Date())
gl.uniform1f(sampleRate, 44100)
gl.drawArrays(gl.TRIANGLES, 0, 3)
frameNumber += 1
if (shouldAnimate) animationFrame = window.requestAnimationFrame(render)
}
canvas.addEventListener("pointerdown", onPointerDown)
canvas.addEventListener("pointermove", onPointerMove)
window.addEventListener("pointerup", onPointerUp)
animationFrame = window.requestAnimationFrame(render)
return () => {
window.cancelAnimationFrame(animationFrame)
canvas.removeEventListener("pointerdown", onPointerDown)
canvas.removeEventListener("pointermove", onPointerMove)
window.removeEventListener("pointerup", onPointerUp)
if (buffer) gl.deleteBuffer(buffer)
gl.deleteProgram(program)
}
}, [animate])
return <div className={cn("relative aspect-video overflow-hidden rounded-lg bg-sky-400", className)}><canvas ref={canvasRef} aria-label="Animated cloud shader background" className="absolute inset-0 h-full w-full touch-none" /></div>
}