Neon Fluid Shader
Flowing fire with realistic flame motion - orange, yellow, and red flames on black
Flowing fire with realistic flame motion - orange, yellow, and red flames on black
Option 1: Using CLI (Recommended)
Install this shader directly using the CLI:
npx shaderz add
Select "Neon Fluid" from the list. The component will be added to /components/shaderz/NeonFluidShader.tsx.
Option 2: Manual Installation
Copy the component code from the Usage section below.
npm install three @types/three framer-motion
Basic Usage:
'use client';import React, { useRef, useEffect } from 'react';const NeonFluidShader: React.FC = () => {const canvasRef = useRef<HTMLCanvasElement>(null);const containerRef = useRef<HTMLDivElement>(null);const animationRef = useRef<number | null>(null);useEffect(() => {const canvas = canvasRef.current;const container = containerRef.current;if (!canvas || !container) return;const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');if (!gl) return;const resizeCanvas = () => {const rect = container.getBoundingClientRect();canvas.width = rect.width;canvas.height = rect.height;gl.viewport(0, 0, canvas.width, canvas.height);};resizeCanvas();window.addEventListener('resize', resizeCanvas);const vertexShaderSource = `attribute vec2 position;void main() {gl_Position = vec4(position, 0.0, 1.0);}`;const fragmentShaderSource = `precision highp float;uniform vec2 resolution;uniform float time;// Hash for noisefloat hash(vec2 p) {p = fract(p * vec2(123.34, 456.21));p += dot(p, p + 45.32);return fract(p.x * p.y);}// Smooth noisefloat noise(vec2 p) {vec2 i = floor(p);vec2 f = fract(p);f = f * f * (3.0 - 2.0 * f);float a = hash(i);float b = hash(i + vec2(1.0, 0.0));float c = hash(i + vec2(0.0, 1.0));float d = hash(i + vec2(1.0, 1.0));return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);}// Fractal Brownian Motionfloat fbm(vec2 p) {float value = 0.0;float amplitude = 0.5;float frequency = 1.0;for(int i = 0; i < 6; i++) {value += amplitude * noise(p * frequency);frequency *= 2.0;amplitude *= 0.5;}return value;}// Turbulent fbm for flamesfloat turbulence(vec2 p) {float value = 0.0;float amplitude = 1.0;float frequency = 1.0;for(int i = 0; i < 5; i++) {value += amplitude * abs(noise(p * frequency) * 2.0 - 1.0);frequency *= 2.0;amplitude *= 0.5;}return value;}void main() {vec2 uv = gl_FragCoord.xy / resolution.xy;vec2 p = (uv - 0.5) * 2.0;p.x *= resolution.x / resolution.y;float t = time * 0.3;// Create upward flowing motionvec2 flowDir = vec2(0.0, -1.0);vec2 flowPos = p + flowDir * t;// Add turbulent distortionfloat turbulent = turbulence(flowPos * 1.5 + vec2(t * 0.2, 0.0));float displacement = fbm(flowPos * 2.0 + vec2(t * 0.3, -t * 0.5)) * 2.0 - 1.0;vec2 distorted = p;distorted.x += displacement * 0.4;distorted.y += turbulent * 0.3;// Flame shape - stronger at bottom, thinner at topfloat flameShape = 1.0 - abs(distorted.x) * (1.0 + distorted.y * 0.8);flameShape = smoothstep(0.0, 0.8, flameShape);// Multiple flame layersfloat flame1 = fbm(distorted * 2.0 + vec2(t * 0.4, -t * 0.8));float flame2 = fbm(distorted * 3.0 + vec2(-t * 0.3, -t * 0.6));float flame3 = fbm(distorted * 4.0 + vec2(t * 0.5, -t * 1.0));// Combine flames with different intensitiesfloat flames = flame1 * 0.5 + flame2 * 0.3 + flame3 * 0.2;flames = pow(flames, 1.5);// Add turbulent wispsfloat wisps = turbulence(distorted * 3.0 + vec2(t * 0.2, -t * 0.7));wisps = pow(wisps, 2.0) * 0.3;// Combine all elementsfloat intensity = flames + wisps;intensity *= flameShape;// Fire color gradient - from dark red to orange to yellow to whitevec3 color1 = vec3(0.1, 0.0, 0.0); // Dark red/blackvec3 color2 = vec3(0.8, 0.1, 0.0); // Deep redvec3 color3 = vec3(1.0, 0.3, 0.0); // Red-orangevec3 color4 = vec3(1.0, 0.6, 0.0); // Orangevec3 color5 = vec3(1.0, 0.9, 0.2); // Yellowvec3 color6 = vec3(1.0, 1.0, 0.8); // White-yellow// Color mapping based on intensityvec3 fireColor = color1;fireColor = mix(fireColor, color2, smoothstep(0.0, 0.2, intensity));fireColor = mix(fireColor, color3, smoothstep(0.2, 0.4, intensity));fireColor = mix(fireColor, color4, smoothstep(0.4, 0.6, intensity));fireColor = mix(fireColor, color5, smoothstep(0.6, 0.8, intensity));fireColor = mix(fireColor, color6, smoothstep(0.8, 1.0, intensity));// Add hot spotsfloat hotSpots = pow(flame3, 3.0) * flameShape;fireColor += vec3(1.0, 1.0, 0.5) * hotSpots * 0.5;// Enhance edges with bright orangefloat edge = smoothstep(0.3, 0.5, intensity) * (1.0 - smoothstep(0.7, 0.9, intensity));fireColor += vec3(1.0, 0.5, 0.0) * edge * 0.3;// Darken based on position (darker at edges)float vignette = 1.0 - length(vec2(distorted.x, distorted.y * 0.5)) * 0.3;fireColor *= vignette;// Boost overall brightnessfireColor *= 1.2;gl_FragColor = vec4(fireColor, 1.0);}`;const createShader = (gl: WebGLRenderingContext, type: number, source: string) => {const shader = gl.createShader(type);if (!shader) return null;gl.shaderSource(shader, source);gl.compileShader(shader);if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {console.error('Shader compile error:', gl.getShaderInfoLog(shader));gl.deleteShader(shader);return null;}return shader;};const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);if (!vertexShader || !fragmentShader) return;const program = gl.createProgram();if (!program) return;gl.attachShader(program, vertexShader);gl.attachShader(program, fragmentShader);gl.linkProgram(program);if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {console.error('Program link error:', gl.getProgramInfoLog(program));return;}const positionBuffer = gl.createBuffer();gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);gl.bufferData(gl.ARRAY_BUFFER,new Float32Array([-1, -1,1, -1,-1, 1,1, 1,]),gl.STATIC_DRAW);const positionLocation = gl.getAttribLocation(program, 'position');const resolutionLocation = gl.getUniformLocation(program, 'resolution');const timeLocation = gl.getUniformLocation(program, 'time');let startTime = Date.now();const render = () => {if (!gl || !canvas) return;gl.clearColor(0, 0, 0, 1);gl.clear(gl.COLOR_BUFFER_BIT);gl.useProgram(program);gl.enableVertexAttribArray(positionLocation);gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);gl.uniform2f(resolutionLocation, canvas.width, canvas.height);gl.uniform1f(timeLocation, (Date.now() - startTime) / 1000);gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);animationRef.current = requestAnimationFrame(render);};render();return () => {window.removeEventListener('resize', resizeCanvas);if (animationRef.current) {cancelAnimationFrame(animationRef.current);}gl.deleteProgram(program);gl.deleteShader(vertexShader);gl.deleteShader(fragmentShader);gl.deleteBuffer(positionBuffer);};}, []);return (<div ref={containerRef} className="absolute inset-0 w-full h-full bg-black overflow-hidden"><canvasref={canvasRef}className="absolute top-0 left-0 w-full h-full"/></div>);};export default NeonFluidShader;
Hero Section Background Example:
import NeonFluidShader from '@/components/shaderz/NeonFluidShader';export default function Home() {return (<section className="relative min-h-screen">{/* Shader background */}<div className="absolute inset-0 -z-10"><NeonFluidShader /></div>{/* Your hero content */}<div className="relative z-10 flex items-center justify-center min-h-screen"><h1 className="text-6xl font-bold text-white">Welcome to Your Site</h1></div></section>);}