Classic Chrome Light Leak
🟠 WebGLA slow, evolving soft-focus Classic Chrome film light leak simulation. Implements professional 3-point studio lighting with interactive cursor LERP, anamorphic horizontal lens stretching, and physical midtone-modulated film grain.
Responsive Horizontal Leaderboard
Slot ID: ca-pub-detail-below-preview
Interactive Settings
Medium Rectangle Block
Slot ID: ca-pub-detail-after-customization
Quick Copy Actions
Download File Packages
Keyboard Shortcuts
Responsive Horizontal Leaderboard
Slot ID: ca-pub-detail-before-related
More in Cinematic & Optical
Classic Chrome Light Leak - Glassmorphism Backdrop CSS Cinematic & Optical background for React & Tailwind
Integrate the Classic Chrome Light Leak directly into your website. This asset is rendered using advanced CSS filters and backdrop blurs. It is optimized for zero layout-shifts and runs with high-performance hardware-accelerated processing.
⚡ Performance Specifications
- Render Mode: WEBGL (Glassmorphism Backdrop CSS)
- Fluidity: Locked at 60fps dynamic loop
- Bundle Footprint: Zero external NPM dependencies
- SEO Indexing status: 100% Crawlable static semantic HTML
🛠️ Integration Capabilities
Our templates expose inline design tokens like --color-1 and --color-2 for infinite color palettes. This template is designed to fit inside hero elements, full-screen landing pages, and interactive presentation cards.
Technical Code Reference & Syntaxes for Googlebot & Crawlers
The snippets below display the direct, unminified source code utilized for rendering this background.
HTML & Inline CSS Snippet (Vanilla)
<!-- index.html -->
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Classic Chrome Light Leak</title>
<style>
html, body {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
background: #09090b;
}
.chrome-leak-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
overflow: hidden;
}
#canvas-webgl-classic-chrome {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border: none;
--speed: 1s;
}
</style>
</head>
<body>
<div class="chrome-leak-container">
<canvas id="canvas-webgl-classic-chrome"></canvas>
</div>
<script>
(function() {
const canvas = document.getElementById('canvas-webgl-classic-chrome');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl) return;
const vertices = new Float32Array([
-1, -1, 1, -1, -1, 1,
-1, 1, 1, -1, 1, 1
]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
const vsSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fsSource = `
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform float u_scroll;
uniform float u_speed;
vec3 filmContrast(vec3 col) {
return col * col * (3.0 - 2.0 * col);
}
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
}
vec3 getAnamorphicLeak(vec2 p, vec2 pos, float size, vec3 col, float intensity, float t) {
vec2 diff = p - pos;
vec2 diff_r = diff - vec2(0.015, 0.0) * size;
vec2 diff_g = diff;
vec2 diff_b = diff + vec2(0.015, 0.0) * size;
diff_r.y *= 2.4;
diff_g.y *= 2.4;
diff_b.y *= 2.4;
float d_r = length(diff_r) / size;
float d_g = length(diff_g) / size;
float d_b = length(diff_b) / size;
float glow_r = exp(-d_r * d_r * 2.5);
float glow_g = exp(-d_g * d_g * 2.5);
float glow_b = exp(-d_b * d_b * 2.5);
float fringe = smoothstep(0.4, 0.9, d_g) * smoothstep(1.2, 0.9, d_g) * 0.45;
vec3 final_col = vec3(glow_r, glow_g, glow_b);
final_col += vec3(0.9, 0.35, 0.1) * fringe;
return final_col * col * intensity;
}
void main() {
vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution) / u_resolution.y;
float t = u_time * u_speed;
vec3 baseColor = vec3(0.012, 0.010, 0.015);
vec2 key_pos = vec2(0.4, 0.3) + u_mouse * 0.5 + vec2(0.0, u_scroll * 0.3);
float key_dist = length(p - key_pos);
vec3 key_light = vec3(0.98, 0.76, 0.50) * exp(-key_dist * key_dist * 1.5) * 0.45;
vec2 fill_pos = vec2(-0.5, -0.4) - u_mouse * 0.3 - vec2(0.0, u_scroll * 0.2);
float fill_dist = length(p - fill_pos);
vec3 fill_light = vec3(0.42, 0.60, 0.78) * exp(-fill_dist * fill_dist * 1.2) * 0.35;
vec2 back_pos = vec2(-0.2 + sin(t * 0.4) * 0.4, 0.5 + cos(t * 0.3) * 0.2);
float back_dist = length(p - back_pos);
vec3 back_light = vec3(0.88, 0.42, 0.30) * exp(-back_dist * back_dist * 2.0) * 0.40;
vec3 sceneColor = baseColor + key_light + fill_light + back_light;
vec2 leak_pos1 = vec2(sin(t * 0.15) * 0.8, cos(t * 0.11 + 1.0) * 0.5);
sceneColor += getAnamorphicLeak(p, leak_pos1, 0.65, vec3(0.98, 0.68, 0.32), 0.35, t);
vec2 leak_pos2 = vec2(cos(t * 0.13 - 2.0) * 0.9, sin(t * 0.18 + 0.5) * 0.6);
sceneColor += getAnamorphicLeak(p, leak_pos2, 0.55, vec3(0.95, 0.25, 0.12), 0.30, t);
vec2 leak_pos3 = vec2(sin(t * 0.08 + 3.0) * 0.6, cos(t * 0.14 - 1.5) * 0.4);
sceneColor += getAnamorphicLeak(p, leak_pos3, 0.8, vec3(0.88, 0.38, 0.45), 0.20, t);
vec3 finalColor = filmContrast(sceneColor);
float rawNoise = hash(gl_FragCoord.xy + vec2(sin(t * 12.5), cos(t * 8.2)));
float luma = dot(finalColor, vec3(0.299, 0.587, 0.114));
float grainMod = smoothstep(0.01, 0.45, luma) * smoothstep(1.0, 0.55, luma);
float grainAmt = 0.042;
finalColor += vec3((rawNoise - 0.5) * grainAmt * (0.2 + 0.8 * grainMod));
float d = length(p);
float vignette = smoothstep(1.6, 0.6, d);
finalColor *= vignette;
gl_FragColor = vec4(clamp(finalColor, 0.0, 1.0), 1.0);
}
`;
const vs = createShader(gl, gl.VERTEX_SHADER, vsSource);
const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
if (!vs || !fs) return;
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) return;
gl.useProgram(program);
const positionLoc = gl.getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
const uResolution = gl.getUniformLocation(program, 'u_resolution');
const uTime = gl.getUniformLocation(program, 'u_time');
const uMouse = gl.getUniformLocation(program, 'u_mouse');
const uScroll = gl.getUniformLocation(program, 'u_scroll');
const uSpeed = gl.getUniformLocation(program, 'u_speed');
let rawMouseX = 0, rawMouseY = 0;
let targetMouseX = 0, targetMouseY = 0;
let currentMouseX = 0, currentMouseY = 0;
window.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
rawMouseX = e.clientX - rect.left;
rawMouseY = rect.height - (e.clientY - rect.top);
targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
});
window.addEventListener('touchmove', (e) => {
if (e.touches.length > 0) {
const touch = e.touches[0];
const rect = canvas.getBoundingClientRect();
rawMouseX = touch.clientX - rect.left;
rawMouseY = rect.height - (touch.clientY - rect.top);
targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
}
});
let targetScroll = 0;
let currentScroll = 0;
function updateScroll() {
const scrollY = window.scrollY;
const maxScroll = document.documentElement.scrollHeight - window.innerHeight || 1;
targetScroll = scrollY / maxScroll;
}
window.addEventListener('scroll', updateScroll, { passive: true });
window.addEventListener('message', (e) => {
if (e.data && e.data.type === 'scroll') {
targetScroll = e.data.percent;
}
});
function resize() {
const rect = canvas.parentNode ? canvas.parentNode.getBoundingClientRect() : null;
const width = rect ? rect.width : window.innerWidth;
const height = rect ? rect.height : window.innerHeight;
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
gl.viewport(0, 0, width, height);
}
}
window.addEventListener('resize', resize);
if (canvas.parentNode) {
const observer = new MutationObserver(resize);
observer.observe(canvas.parentNode, { attributes: true });
}
resize();
let startTime = Date.now();
let active = true;
function render() {
if (!active) return;
currentMouseX += (targetMouseX - currentMouseX) * 0.05;
currentMouseY += (targetMouseY - currentMouseY) * 0.05;
currentScroll += (targetScroll - currentScroll) * 0.05;
let speedStyle = getComputedStyle(canvas).getPropertyValue('--speed') || '1s';
let speedVal = 1.0;
if (speedStyle.includes('s')) {
const parsed = parseFloat(speedStyle);
if (parsed > 0) speedVal = 1.0 / parsed;
}
let elapsed = (Date.now() - startTime) / 1000.0;
gl.uniform2f(uResolution, canvas.width, canvas.height);
gl.uniform1f(uTime, elapsed);
gl.uniform2f(uMouse, currentMouseX, currentMouseY);
gl.uniform1f(uScroll, currentScroll);
gl.uniform1f(uSpeed, speedVal);
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
window.addEventListener('beforeunload', () => {
active = false;
});
})();
</script>
</body>
</html>React Component Wrapper (TSX)
import React from 'react';
export default function ClassicChromeLightLeakBackground() {
return (
<div
style={{ width: '100%', height: '100%', position: 'relative', overflow: 'hidden' }}
>
<style dangerouslySetInnerHTML={{ __html: `
.chrome-leak-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
overflow: hidden;
}
#canvas-webgl-classic-chrome {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border: none;
--speed: 1s;
}
` }} />
{/* HTML Structure */}
<div
style={{ width: '100%', height: '100%' }}
dangerouslySetInnerHTML={{ __html: `
<div class="chrome-leak-container">
<canvas id="canvas-webgl-classic-chrome"></canvas>
</div>
<script>
(function() {
const canvas = document.getElementById('canvas-webgl-classic-chrome');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl) return;
const vertices = new Float32Array([
-1, -1, 1, -1, -1, 1,
-1, 1, 1, -1, 1, 1
]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
const vsSource = \`
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
\`;
const fsSource = \`
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform float u_scroll;
uniform float u_speed;
vec3 filmContrast(vec3 col) {
return col * col * (3.0 - 2.0 * col);
}
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
}
vec3 getAnamorphicLeak(vec2 p, vec2 pos, float size, vec3 col, float intensity, float t) {
vec2 diff = p - pos;
vec2 diff_r = diff - vec2(0.015, 0.0) * size;
vec2 diff_g = diff;
vec2 diff_b = diff + vec2(0.015, 0.0) * size;
diff_r.y *= 2.4;
diff_g.y *= 2.4;
diff_b.y *= 2.4;
float d_r = length(diff_r) / size;
float d_g = length(diff_g) / size;
float d_b = length(diff_b) / size;
float glow_r = exp(-d_r * d_r * 2.5);
float glow_g = exp(-d_g * d_g * 2.5);
float glow_b = exp(-d_b * d_b * 2.5);
float fringe = smoothstep(0.4, 0.9, d_g) * smoothstep(1.2, 0.9, d_g) * 0.45;
vec3 final_col = vec3(glow_r, glow_g, glow_b);
final_col += vec3(0.9, 0.35, 0.1) * fringe;
return final_col * col * intensity;
}
void main() {
vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution) / u_resolution.y;
float t = u_time * u_speed;
vec3 baseColor = vec3(0.012, 0.010, 0.015);
vec2 key_pos = vec2(0.4, 0.3) + u_mouse * 0.5 + vec2(0.0, u_scroll * 0.3);
float key_dist = length(p - key_pos);
vec3 key_light = vec3(0.98, 0.76, 0.50) * exp(-key_dist * key_dist * 1.5) * 0.45;
vec2 fill_pos = vec2(-0.5, -0.4) - u_mouse * 0.3 - vec2(0.0, u_scroll * 0.2);
float fill_dist = length(p - fill_pos);
vec3 fill_light = vec3(0.42, 0.60, 0.78) * exp(-fill_dist * fill_dist * 1.2) * 0.35;
vec2 back_pos = vec2(-0.2 + sin(t * 0.4) * 0.4, 0.5 + cos(t * 0.3) * 0.2);
float back_dist = length(p - back_pos);
vec3 back_light = vec3(0.88, 0.42, 0.30) * exp(-back_dist * back_dist * 2.0) * 0.40;
vec3 sceneColor = baseColor + key_light + fill_light + back_light;
vec2 leak_pos1 = vec2(sin(t * 0.15) * 0.8, cos(t * 0.11 + 1.0) * 0.5);
sceneColor += getAnamorphicLeak(p, leak_pos1, 0.65, vec3(0.98, 0.68, 0.32), 0.35, t);
vec2 leak_pos2 = vec2(cos(t * 0.13 - 2.0) * 0.9, sin(t * 0.18 + 0.5) * 0.6);
sceneColor += getAnamorphicLeak(p, leak_pos2, 0.55, vec3(0.95, 0.25, 0.12), 0.30, t);
vec2 leak_pos3 = vec2(sin(t * 0.08 + 3.0) * 0.6, cos(t * 0.14 - 1.5) * 0.4);
sceneColor += getAnamorphicLeak(p, leak_pos3, 0.8, vec3(0.88, 0.38, 0.45), 0.20, t);
vec3 finalColor = filmContrast(sceneColor);
float rawNoise = hash(gl_FragCoord.xy + vec2(sin(t * 12.5), cos(t * 8.2)));
float luma = dot(finalColor, vec3(0.299, 0.587, 0.114));
float grainMod = smoothstep(0.01, 0.45, luma) * smoothstep(1.0, 0.55, luma);
float grainAmt = 0.042;
finalColor += vec3((rawNoise - 0.5) * grainAmt * (0.2 + 0.8 * grainMod));
float d = length(p);
float vignette = smoothstep(1.6, 0.6, d);
finalColor *= vignette;
gl_FragColor = vec4(clamp(finalColor, 0.0, 1.0), 1.0);
}
\`;
const vs = createShader(gl, gl.VERTEX_SHADER, vsSource);
const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
if (!vs || !fs) return;
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) return;
gl.useProgram(program);
const positionLoc = gl.getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
const uResolution = gl.getUniformLocation(program, 'u_resolution');
const uTime = gl.getUniformLocation(program, 'u_time');
const uMouse = gl.getUniformLocation(program, 'u_mouse');
const uScroll = gl.getUniformLocation(program, 'u_scroll');
const uSpeed = gl.getUniformLocation(program, 'u_speed');
let rawMouseX = 0, rawMouseY = 0;
let targetMouseX = 0, targetMouseY = 0;
let currentMouseX = 0, currentMouseY = 0;
window.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
rawMouseX = e.clientX - rect.left;
rawMouseY = rect.height - (e.clientY - rect.top);
targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
});
window.addEventListener('touchmove', (e) => {
if (e.touches.length > 0) {
const touch = e.touches[0];
const rect = canvas.getBoundingClientRect();
rawMouseX = touch.clientX - rect.left;
rawMouseY = rect.height - (touch.clientY - rect.top);
targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
}
});
let targetScroll = 0;
let currentScroll = 0;
function updateScroll() {
const scrollY = window.scrollY;
const maxScroll = document.documentElement.scrollHeight - window.innerHeight || 1;
targetScroll = scrollY / maxScroll;
}
window.addEventListener('scroll', updateScroll, { passive: true });
window.addEventListener('message', (e) => {
if (e.data && e.data.type === 'scroll') {
targetScroll = e.data.percent;
}
});
function resize() {
const rect = canvas.parentNode ? canvas.parentNode.getBoundingClientRect() : null;
const width = rect ? rect.width : window.innerWidth;
const height = rect ? rect.height : window.innerHeight;
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
gl.viewport(0, 0, width, height);
}
}
window.addEventListener('resize', resize);
if (canvas.parentNode) {
const observer = new MutationObserver(resize);
observer.observe(canvas.parentNode, { attributes: true });
}
resize();
let startTime = Date.now();
let active = true;
function render() {
if (!active) return;
currentMouseX += (targetMouseX - currentMouseX) * 0.05;
currentMouseY += (targetMouseY - currentMouseY) * 0.05;
currentScroll += (targetScroll - currentScroll) * 0.05;
let speedStyle = getComputedStyle(canvas).getPropertyValue('--speed') || '1s';
let speedVal = 1.0;
if (speedStyle.includes('s')) {
const parsed = parseFloat(speedStyle);
if (parsed > 0) speedVal = 1.0 / parsed;
}
let elapsed = (Date.now() - startTime) / 1000.0;
gl.uniform2f(uResolution, canvas.width, canvas.height);
gl.uniform1f(uTime, elapsed);
gl.uniform2f(uMouse, currentMouseX, currentMouseY);
gl.uniform1f(uScroll, currentScroll);
gl.uniform1f(uSpeed, speedVal);
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
window.addEventListener('beforeunload', () => {
active = false;
});
})();
</script>
` }}
/>
</div>
);
}Next.js App Router Component (use client)
'use client';
import React from 'react';
export default function ClassicChromeLightLeakBackground() {
return (
<div
className="w-full h-full relative overflow-hidden"
>
<style dangerouslySetInnerHTML={{ __html: `
.chrome-leak-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
overflow: hidden;
}
#canvas-webgl-classic-chrome {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border: none;
--speed: 1s;
}
` }} />
{/* HTML Structure */}
<div
className="w-full h-full"
dangerouslySetInnerHTML={{ __html: `
<div class="chrome-leak-container">
<canvas id="canvas-webgl-classic-chrome"></canvas>
</div>
<script>
(function() {
const canvas = document.getElementById('canvas-webgl-classic-chrome');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl) return;
const vertices = new Float32Array([
-1, -1, 1, -1, -1, 1,
-1, 1, 1, -1, 1, 1
]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
const vsSource = \`
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
\`;
const fsSource = \`
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform float u_scroll;
uniform float u_speed;
vec3 filmContrast(vec3 col) {
return col * col * (3.0 - 2.0 * col);
}
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
}
vec3 getAnamorphicLeak(vec2 p, vec2 pos, float size, vec3 col, float intensity, float t) {
vec2 diff = p - pos;
vec2 diff_r = diff - vec2(0.015, 0.0) * size;
vec2 diff_g = diff;
vec2 diff_b = diff + vec2(0.015, 0.0) * size;
diff_r.y *= 2.4;
diff_g.y *= 2.4;
diff_b.y *= 2.4;
float d_r = length(diff_r) / size;
float d_g = length(diff_g) / size;
float d_b = length(diff_b) / size;
float glow_r = exp(-d_r * d_r * 2.5);
float glow_g = exp(-d_g * d_g * 2.5);
float glow_b = exp(-d_b * d_b * 2.5);
float fringe = smoothstep(0.4, 0.9, d_g) * smoothstep(1.2, 0.9, d_g) * 0.45;
vec3 final_col = vec3(glow_r, glow_g, glow_b);
final_col += vec3(0.9, 0.35, 0.1) * fringe;
return final_col * col * intensity;
}
void main() {
vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution) / u_resolution.y;
float t = u_time * u_speed;
vec3 baseColor = vec3(0.012, 0.010, 0.015);
vec2 key_pos = vec2(0.4, 0.3) + u_mouse * 0.5 + vec2(0.0, u_scroll * 0.3);
float key_dist = length(p - key_pos);
vec3 key_light = vec3(0.98, 0.76, 0.50) * exp(-key_dist * key_dist * 1.5) * 0.45;
vec2 fill_pos = vec2(-0.5, -0.4) - u_mouse * 0.3 - vec2(0.0, u_scroll * 0.2);
float fill_dist = length(p - fill_pos);
vec3 fill_light = vec3(0.42, 0.60, 0.78) * exp(-fill_dist * fill_dist * 1.2) * 0.35;
vec2 back_pos = vec2(-0.2 + sin(t * 0.4) * 0.4, 0.5 + cos(t * 0.3) * 0.2);
float back_dist = length(p - back_pos);
vec3 back_light = vec3(0.88, 0.42, 0.30) * exp(-back_dist * back_dist * 2.0) * 0.40;
vec3 sceneColor = baseColor + key_light + fill_light + back_light;
vec2 leak_pos1 = vec2(sin(t * 0.15) * 0.8, cos(t * 0.11 + 1.0) * 0.5);
sceneColor += getAnamorphicLeak(p, leak_pos1, 0.65, vec3(0.98, 0.68, 0.32), 0.35, t);
vec2 leak_pos2 = vec2(cos(t * 0.13 - 2.0) * 0.9, sin(t * 0.18 + 0.5) * 0.6);
sceneColor += getAnamorphicLeak(p, leak_pos2, 0.55, vec3(0.95, 0.25, 0.12), 0.30, t);
vec2 leak_pos3 = vec2(sin(t * 0.08 + 3.0) * 0.6, cos(t * 0.14 - 1.5) * 0.4);
sceneColor += getAnamorphicLeak(p, leak_pos3, 0.8, vec3(0.88, 0.38, 0.45), 0.20, t);
vec3 finalColor = filmContrast(sceneColor);
float rawNoise = hash(gl_FragCoord.xy + vec2(sin(t * 12.5), cos(t * 8.2)));
float luma = dot(finalColor, vec3(0.299, 0.587, 0.114));
float grainMod = smoothstep(0.01, 0.45, luma) * smoothstep(1.0, 0.55, luma);
float grainAmt = 0.042;
finalColor += vec3((rawNoise - 0.5) * grainAmt * (0.2 + 0.8 * grainMod));
float d = length(p);
float vignette = smoothstep(1.6, 0.6, d);
finalColor *= vignette;
gl_FragColor = vec4(clamp(finalColor, 0.0, 1.0), 1.0);
}
\`;
const vs = createShader(gl, gl.VERTEX_SHADER, vsSource);
const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
if (!vs || !fs) return;
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) return;
gl.useProgram(program);
const positionLoc = gl.getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
const uResolution = gl.getUniformLocation(program, 'u_resolution');
const uTime = gl.getUniformLocation(program, 'u_time');
const uMouse = gl.getUniformLocation(program, 'u_mouse');
const uScroll = gl.getUniformLocation(program, 'u_scroll');
const uSpeed = gl.getUniformLocation(program, 'u_speed');
let rawMouseX = 0, rawMouseY = 0;
let targetMouseX = 0, targetMouseY = 0;
let currentMouseX = 0, currentMouseY = 0;
window.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
rawMouseX = e.clientX - rect.left;
rawMouseY = rect.height - (e.clientY - rect.top);
targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
});
window.addEventListener('touchmove', (e) => {
if (e.touches.length > 0) {
const touch = e.touches[0];
const rect = canvas.getBoundingClientRect();
rawMouseX = touch.clientX - rect.left;
rawMouseY = rect.height - (touch.clientY - rect.top);
targetMouseX = (rawMouseX / rect.width - 0.5) * 2.0;
targetMouseY = (rawMouseY / rect.height - 0.5) * 2.0;
}
});
let targetScroll = 0;
let currentScroll = 0;
function updateScroll() {
const scrollY = window.scrollY;
const maxScroll = document.documentElement.scrollHeight - window.innerHeight || 1;
targetScroll = scrollY / maxScroll;
}
window.addEventListener('scroll', updateScroll, { passive: true });
window.addEventListener('message', (e) => {
if (e.data && e.data.type === 'scroll') {
targetScroll = e.data.percent;
}
});
function resize() {
const rect = canvas.parentNode ? canvas.parentNode.getBoundingClientRect() : null;
const width = rect ? rect.width : window.innerWidth;
const height = rect ? rect.height : window.innerHeight;
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
gl.viewport(0, 0, width, height);
}
}
window.addEventListener('resize', resize);
if (canvas.parentNode) {
const observer = new MutationObserver(resize);
observer.observe(canvas.parentNode, { attributes: true });
}
resize();
let startTime = Date.now();
let active = true;
function render() {
if (!active) return;
currentMouseX += (targetMouseX - currentMouseX) * 0.05;
currentMouseY += (targetMouseY - currentMouseY) * 0.05;
currentScroll += (targetScroll - currentScroll) * 0.05;
let speedStyle = getComputedStyle(canvas).getPropertyValue('--speed') || '1s';
let speedVal = 1.0;
if (speedStyle.includes('s')) {
const parsed = parseFloat(speedStyle);
if (parsed > 0) speedVal = 1.0 / parsed;
}
let elapsed = (Date.now() - startTime) / 1000.0;
gl.uniform2f(uResolution, canvas.width, canvas.height);
gl.uniform1f(uTime, elapsed);
gl.uniform2f(uMouse, currentMouseX, currentMouseY);
gl.uniform1f(uScroll, currentScroll);
gl.uniform1f(uSpeed, speedVal);
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
window.addEventListener('beforeunload', () => {
active = false;
});
})();
</script>
` }}
/>
</div>
);
}Raw CSS Stylesheet Snippet
.chrome-leak-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
overflow: hidden;
}
#canvas-webgl-classic-chrome {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border: none;
--speed: 1s;
}