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Ocean Waves Shader

An animated ocean waves shader with realistic wave motion and foam effects

Preview

Installation

Option 1: Using CLI (Recommended)

Install this shader directly using the CLI:

npx shaderz add

Select "Ocean Waves" from the list. The component will be added to /components/shaderz/OceanWavesShader.tsx.

Option 2: Manual Installation

Copy the component code from the Usage section below.

Required Dependencies

npm install three @types/three framer-motion

Usage

Basic Usage:

'use client';
import React, { useRef, useEffect } from 'react';
const OceanWavesShader: 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 function for pseudo-random values
float hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
// 2D noise function
float 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 Motion
float 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;
}
// Ocean wave function
float wave(vec2 p, float time) {
float w = 0.0;
// Large rolling waves
w += sin(p.x * 0.5 + time * 0.3) * 0.3;
w += sin(p.x * 0.3 - p.y * 0.2 + time * 0.2) * 0.2;
// Medium waves
w += sin(p.x * 1.0 + p.y * 0.5 + time * 0.5) * 0.15;
w += sin(p.x * 1.5 - p.y * 0.8 + time * 0.4) * 0.1;
// Small ripples
w += fbm(p * 2.0 + vec2(time * 0.1, time * 0.05)) * 0.1;
return w;
}
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec2 p = (uv - 0.5) * 2.0;
p.x *= resolution.x / resolution.y;
// Create wave motion
float waves = wave(p * 2.0, time);
// Add foam patterns
float foam = fbm(p * 4.0 + vec2(time * 0.2, waves * 2.0));
foam = smoothstep(0.5, 0.7, foam);
// Ocean colors
vec3 deepWater = vec3(0.0, 0.2, 0.4); // Deep blue
vec3 shallowWater = vec3(0.0, 0.4, 0.6); // Lighter blue
vec3 foamColor = vec3(0.7, 0.9, 1.0); // White-blue foam
// Mix colors based on wave height
float waveHeight = waves * 0.5 + 0.5;
vec3 color = mix(deepWater, shallowWater, waveHeight);
// Add foam highlights
color = mix(color, foamColor, foam * 0.4);
// Add depth gradient
float depth = smoothstep(0.0, 1.0, 1.0 - uv.y);
color = mix(color, deepWater, depth * 0.3);
// Add shimmer effect
float shimmer = fbm(p * 8.0 + vec2(time * 0.5, time * 0.3));
shimmer = pow(shimmer, 3.0) * 0.2;
color += vec3(shimmer);
// Vignette effect
float vignette = 1.0 - length(uv - 0.5) * 0.5;
color *= vignette;
gl_FragColor = vec4(color, 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">
<canvas
ref={canvasRef}
className="absolute top-0 left-0 w-full h-full"
/>
</div>
);
};
export default OceanWavesShader;

Hero Section Background Example:

app/page.tsx
import OceanWavesShader from '@/components/shaderz/OceanWavesShader';
export default function Home() {
return (
<section className="relative min-h-screen">
{/* Shader background */}
<div className="absolute inset-0 -z-10">
<OceanWavesShader />
</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>
);
}

Features

  • Realistic Wave Motion: Multiple layers of waves create natural ocean movement
  • Dynamic Foam: Procedural foam patterns that flow with the waves
  • Depth Gradient: Color gradients simulate ocean depth
  • Shimmer Effects: Subtle light reflections on the water surface
  • Performance Optimized: Efficient WebGL implementation