Grid Distortion
WebGL-based grid distortion effect that warps images based on mouse interaction. Features Three.js shader materials, configurable grid size, and smooth relaxation effects.
HeroReactThree.jsGLSL
CSSTailwind
Manual
Create a file and paste the following code into it.
src/components/grid-distortion.tsx
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'use client';
import React, { useRef, useEffect } from 'react';
import * as THREE from 'three';
interface GridDistortionProps {
grid?: number;
mouse?: number;
strength?: number;
relaxation?: number;
imageSrc: string;
className?: string;
}
// -----------------------------------------------------------------------------
// SHADERS
// -----------------------------------------------------------------------------
const vertexShader = /* glsl */ `
uniform float time;
varying vec2 vUv;
varying vec3 vPosition;
void main() {
vUv = uv;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const fragmentShader = /* glsl */ `
uniform sampler2D uDataTexture; // The Physics Texture
uniform sampler2D uTexture; // The Image
uniform vec4 resolution; // Container Aspect Ratio
uniform vec2 imageResolution; // Image Aspect Ratio
varying vec2 vUv;
void main() {
// 1. Calculate "Object-Fit: Cover" UVs
// This ensures the image is never stretched, regardless of container size
vec2 rs = resolution.xy;
vec2 is = imageResolution;
vec2 ratio = vec2(
min((rs.x / rs.y) / (is.x / is.y), 1.0),
min((rs.y / rs.x) / (is.y / is.x), 1.0)
);
vec2 uv = vec2(
vUv.x * ratio.x + (1.0 - ratio.x) * 0.5,
vUv.y * ratio.y + (1.0 - ratio.y) * 0.5
);
// 2. Sample the physics texture (The "Liquid" Map)
vec4 offset = texture2D(uDataTexture, vUv);
// 3. Apply Displacement with RGB Split (Chromatic Aberration)
// We offset Red, Green, and Blue channels slightly differently based on velocity
float r = texture2D(uTexture, uv - 0.02 * offset.rg).r;
float g = texture2D(uTexture, uv - 0.015 * offset.rg).g; // Less displacement
float b = texture2D(uTexture, uv - 0.01 * offset.rg).b; // Even less
gl_FragColor = vec4(r, g, b, 1.0);
}
`;
// -----------------------------------------------------------------------------
// COMPONENT
// -----------------------------------------------------------------------------
const GridDistortion: React.FC<GridDistortionProps> = ({
grid = 15,
mouse = 0.1,
strength = 0.15,
relaxation = 0.9,
imageSrc,
className = ''
}) => {
const containerRef = useRef<HTMLDivElement>(null);
// Three.js Refs
const sceneRef = useRef<THREE.Scene | null>(null);
const rendererRef = useRef<THREE.WebGLRenderer | null>(null);
const cameraRef = useRef<THREE.OrthographicCamera | null>(null);
const planeRef = useRef<THREE.Mesh | null>(null);
const materialRef = useRef<THREE.ShaderMaterial | null>(null);
// State Refs
const animationIdRef = useRef<number | null>(null);
const resizeObserverRef = useRef<ResizeObserver | null>(null);
useEffect(() => {
if (!containerRef.current) return;
const container = containerRef.current;
// --- SETUP ---
const scene = new THREE.Scene();
sceneRef.current = scene;
const renderer = new THREE.WebGLRenderer({
antialias: false, // Turn off for performance, usually not needed for this effect
alpha: true,
powerPreference: 'high-performance',
stencil: false,
depth: false
});
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setClearColor(0x000000, 0);
container.appendChild(renderer.domElement);
rendererRef.current = renderer;
const camera = new THREE.OrthographicCamera(0, 0, 0, 0, -1000, 1000);
camera.position.z = 2;
cameraRef.current = camera;
// --- TEXTURES & DATA ---
const uniforms = {
time: { value: 0 },
resolution: { value: new THREE.Vector4() },
imageResolution: { value: new THREE.Vector2(1, 1) }, // Default
uTexture: { value: null as THREE.Texture | null },
uDataTexture: { value: null as THREE.DataTexture | null }
};
// Load Image
const textureLoader = new THREE.TextureLoader();
textureLoader.load(imageSrc, (texture) => {
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
// Set aspect ratio for the "cover" logic
uniforms.imageResolution.value.set(texture.image.width, texture.image.height);
uniforms.uTexture.value = texture;
handleResize(); // Trigger resize to fit image correctly
});
// Initialize Physics Data (The "Grid")
const size = grid;
const count = size * size;
const data = new Float32Array(4 * count);
// Fill with zeroes (neutral state)
for (let i = 0; i < count; i++) {
data[i * 4] = 0;
data[i * 4 + 1] = 0;
data[i * 4 + 2] = 0;
data[i * 4 + 3] = 0;
}
const dataTexture = new THREE.DataTexture(
data,
size,
size,
THREE.RGBAFormat,
THREE.FloatType
);
dataTexture.needsUpdate = true;
uniforms.uDataTexture.value = dataTexture;
// --- MESH ---
const material = new THREE.ShaderMaterial({
side: THREE.DoubleSide,
uniforms,
vertexShader,
fragmentShader,
transparent: true
});
materialRef.current = material;
const geometry = new THREE.PlaneGeometry(1, 1, size - 1, size - 1);
const plane = new THREE.Mesh(geometry, material);
planeRef.current = plane;
scene.add(plane);
// --- EVENTS & LOGIC ---
const mouseState = { x: 0, y: 0, prevX: 0, prevY: 0, vX: 0, vY: 0 };
const handleMouseMove = (e: MouseEvent) => {
const rect = container.getBoundingClientRect();
// Normalize mouse to 0..1
const x = (e.clientX - rect.left) / rect.width;
const y = 1 - (e.clientY - rect.top) / rect.height; // Invert Y for WebGL
// Calculate Velocity
mouseState.vX = x - mouseState.prevX;
mouseState.vY = y - mouseState.prevY;
mouseState.x = x;
mouseState.y = y;
mouseState.prevX = x;
mouseState.prevY = y;
};
const handleMouseLeave = () => {
// Optional: Reset velocity on leave
mouseState.vX = 0;
mouseState.vY = 0;
};
container.addEventListener('mousemove', handleMouseMove);
container.addEventListener('mouseleave', handleMouseLeave);
const handleResize = () => {
if (!container || !renderer || !camera || !plane) return;
const width = container.offsetWidth;
const height = container.offsetHeight;
renderer.setSize(width, height);
// Update Uniforms for shader aspect ratio math
uniforms.resolution.value.set(width, height, 1, 1);
// Update Plane Scale to fill container
const containerAspect = width / height;
// Since it's orthographic and we want full screen,
// we match the frustum to the aspect ratio
const frustumHeight = 1;
const frustumWidth = frustumHeight * containerAspect;
camera.left = -frustumWidth / 2;
camera.right = frustumWidth / 2;
camera.top = frustumHeight / 2;
camera.bottom = -frustumHeight / 2;
camera.updateProjectionMatrix();
plane.scale.set(containerAspect, 1, 1);
};
if (window.ResizeObserver) {
const resizeObserver = new ResizeObserver(() => handleResize());
resizeObserver.observe(container);
resizeObserverRef.current = resizeObserver;
} else {
window.addEventListener('resize', handleResize);
}
// Initial resize
handleResize();
// --- ANIMATION LOOP ---
const animate = () => {
animationIdRef.current = requestAnimationFrame(animate);
if (!materialRef.current || !dataTexture) return;
// Update Time
materialRef.current.uniforms.time.value += 0.05;
// 1. RELAXATION (Dampen the forces)
// We read the array directly for performance
const data = dataTexture.image.data as Float32Array;
for (let i = 0; i < count; i++) {
// Multiply by relaxation factor (e.g., 0.9) to make ripples fade
data[i * 4] *= relaxation;
data[i * 4 + 1] *= relaxation;
}
// 2. ADD MOUSE FORCE
// Map mouse position to grid coordinates
const gridMouseX = size * mouseState.x;
const gridMouseY = size * mouseState.y;
const maxDist = size * mouse;
const distSqThreshold = maxDist * maxDist;
// Only loop if there is significant velocity
if (Math.abs(mouseState.vX) > 0.001 || Math.abs(mouseState.vY) > 0.001) {
for (let i = 0; i < size; i++) {
for (let j = 0; j < size; j++) {
const distSq = (gridMouseX - i) ** 2 + (gridMouseY - j) ** 2;
if (distSq < distSqThreshold) {
const index = 4 * (i + size * j);
// Force falls off with distance
const power = maxDist / Math.sqrt(distSq);
// Add velocity to the red/green channels of the data texture
// 100 is an arbitrary multiplier to make the effect visible
data[index] += strength * 100 * mouseState.vX * power;
data[index + 1] += strength * 100 * mouseState.vY * power;
}
}
}
}
// 3. UPDATE TEXTURE
dataTexture.needsUpdate = true;
renderer.render(scene, camera);
};
animate();
// --- CLEANUP ---
return () => {
if (animationIdRef.current) cancelAnimationFrame(animationIdRef.current);
if (resizeObserverRef.current) resizeObserverRef.current.disconnect();
window.removeEventListener('resize', handleResize);
container.removeEventListener('mousemove', handleMouseMove);
container.removeEventListener('mouseleave', handleMouseLeave);
if (renderer) {
renderer.dispose();
if (container.contains(renderer.domElement)) {
container.removeChild(renderer.domElement);
}
}
// Dispose Three.js resources
if (geometry) geometry.dispose();
if (material) material.dispose();
if (dataTexture) dataTexture.dispose();
if (uniforms.uTexture.value) uniforms.uTexture.value.dispose();
};
}, [grid, mouse, strength, relaxation, imageSrc]);
return (
<div
ref={containerRef}
className={`relative w-full h-full overflow-hidden ${className}`}
/>
);
};
export default GridDistortion;Update the import paths to match your project setup.