https://motioncanvas.online/preview/webgl-cyber-matrix-grid
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Next-Gen Scroll Mechanics

Experience Beautiful Ambient Depth

This browser window is simulating a production webpage. As you scroll down, the ambient WebGL Cyber Matrix Grid background dynamically zooms and pulls focus in real-time, creating beautiful, cinematic parallax depth.

Built for Ultra Performance

Modern web layouts require buttery-smooth animations. Our styles run completely on the GPU, avoiding CPU reflow and main-thread layout jank.

Focus Pull Parallax

Scroll depth controls blur intensity and lens scaling simultaneously to guide focus elegantly.

GPU-Accelerated

Uses hardware transforms and native filters, optimized for stable 120fps scrolling.

Highly Customizable

Adjust speed, maximum blur limit, zoom multipliers, and filters in real-time.

© 2026 MOTIONCANVAS. ALL RIGHTS RESERVED.ACTIVE BACKGROUND: WEBGL CYBER MATRIX GRID

WebGL Cyber Matrix Grid

🟠 WebGL

A high-tech digital stream of glowing matrix codes falling in a perspective-distorted 3D space. Moving the cursor highlights the cells and triggers a visual glitch grid.

#WebGL#matrix#grid#cyberpunk#lines#hacker
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Interactive Settings

Motion PresetsCustom Tuning
Animation Speed1.0x
Blur (Aesthetic diffusion)0px
Layer Opacity100%
Scale Zoom1.0x
Rotation Angle0°
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More in WebGL

WebGL Cyber Matrix Grid - WebGL 3D GPU WebGL background for React & Tailwind

Integrate the WebGL Cyber Matrix Grid directly into your website. This asset is rendered using raw WebGL shader context. It is optimized for zero layout-shifts and runs with high-performance hardware-accelerated processing.

Performance Specifications

  • Render Mode: WEBGL (WebGL 3D GPU)
  • 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>WebGL Cyber Matrix Grid</title>
  <style>
    html, body {
      margin: 0;
      padding: 0;
      width: 100%;
      height: 100%;
      overflow: hidden;
      background: #09090b;
    }
    
    #canvas-webgl-matrix {
      position: absolute;
      top: 0;
      left: 0;
      width: 100%;
      height: 100%;
      border: none;
    }
  </style>
</head>
<body>

  <canvas id="canvas-webgl-matrix"></canvas>
  <script>
  (function() {
    const canvas = document.getElementById('canvas-webgl-matrix');
    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;
  
      float hash(float x) {
        return fract(sin(x) * 43758.5453123);
      }
  
      float hash2(vec2 ip) {
        return fract(sin(dot(ip, vec2(127.1, 311.7))) * 43758.5453123);
      }
  
      void main() {
        vec2 uv = gl_FragCoord.xy / u_resolution.xy;
        vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
        vec2 mouse = (u_mouse - 0.5 * u_resolution.xy) / u_resolution.y;
  
        float cols = 45.0;
        float colId = floor(p.x * cols);
        float colOffset = hash(colId) * 10.0;
        
        float speed = 1.2 + hash(colId) * 1.5;
        float fall = (u_time * speed) + colOffset;
        
        float cellY = fract(p.y * 15.0 - fall);
        float cellId = floor(p.y * 15.0 - fall);
  
        float glow = exp(-cellY * 4.0);
        
        float mouseDist = length(p - mouse);
        float cursorGlow = exp(-mouseDist * 6.0) * 0.8;
  
        float charPattern = step(0.15, hash2(vec2(colId, cellId)));
  
        vec3 greenColor = vec3(0.05, 0.95, 0.4) * (glow + cursorGlow) * charPattern;
        greenColor += vec3(0.8, 1.0, 0.9) * exp(-cellY * 18.0) * charPattern;
  
        float grid = step(0.97, fract(p.x * cols)) + step(0.95, fract(p.y * 15.0));
        greenColor += vec3(0.01, 0.12, 0.05) * grid;
  
        float vignette = smoothstep(1.3, 0.4, length(uv - 0.5));
        greenColor *= vignette;
  
        gl_FragColor = vec4(greenColor, 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');
  
    let mouseX = 0, mouseY = 0;
    window.addEventListener('mousemove', (e) => {
      mouseX = e.clientX;
      mouseY = canvas.height - e.clientY;
    });
  
    function resize() {
      const width = window.innerWidth;
      const 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);
    resize();
  
    let startTime = Date.now();
    function render() {
      let elapsed = (Date.now() - startTime) / 1000.0;
      gl.uniform2f(uResolution, canvas.width, canvas.height);
      gl.uniform1f(uTime, elapsed);
      gl.uniform2f(uMouse, mouseX, mouseY);
  
      gl.drawArrays(gl.TRIANGLES, 0, 6);
      requestAnimationFrame(render);
    }
    requestAnimationFrame(render);
  })();
  </script>

  
</body>
</html>

React Component Wrapper (TSX)

import React from 'react';

export default function WebGLCyberMatrixGridBackground() {
  

  return (
    <div 
       
      style={{ width: '100%', height: '100%', position: 'relative', overflow: 'hidden' }}
    >
      <style dangerouslySetInnerHTML={{ __html: `
        #canvas-webgl-matrix {
          position: absolute;
          top: 0;
          left: 0;
          width: 100%;
          height: 100%;
          border: none;
        }
      ` }} />
      
      {/* HTML Structure */}
      <div 
        style={{ width: '100%', height: '100%' }}
        dangerouslySetInnerHTML={{ __html: `
          <canvas id="canvas-webgl-matrix"></canvas>
          <script>
          (function() {
            const canvas = document.getElementById('canvas-webgl-matrix');
            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;
          
              float hash(float x) {
                return fract(sin(x) * 43758.5453123);
              }
          
              float hash2(vec2 ip) {
                return fract(sin(dot(ip, vec2(127.1, 311.7))) * 43758.5453123);
              }
          
              void main() {
                vec2 uv = gl_FragCoord.xy / u_resolution.xy;
                vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
                vec2 mouse = (u_mouse - 0.5 * u_resolution.xy) / u_resolution.y;
          
                float cols = 45.0;
                float colId = floor(p.x * cols);
                float colOffset = hash(colId) * 10.0;
                
                float speed = 1.2 + hash(colId) * 1.5;
                float fall = (u_time * speed) + colOffset;
                
                float cellY = fract(p.y * 15.0 - fall);
                float cellId = floor(p.y * 15.0 - fall);
          
                float glow = exp(-cellY * 4.0);
                
                float mouseDist = length(p - mouse);
                float cursorGlow = exp(-mouseDist * 6.0) * 0.8;
          
                float charPattern = step(0.15, hash2(vec2(colId, cellId)));
          
                vec3 greenColor = vec3(0.05, 0.95, 0.4) * (glow + cursorGlow) * charPattern;
                greenColor += vec3(0.8, 1.0, 0.9) * exp(-cellY * 18.0) * charPattern;
          
                float grid = step(0.97, fract(p.x * cols)) + step(0.95, fract(p.y * 15.0));
                greenColor += vec3(0.01, 0.12, 0.05) * grid;
          
                float vignette = smoothstep(1.3, 0.4, length(uv - 0.5));
                greenColor *= vignette;
          
                gl_FragColor = vec4(greenColor, 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');
          
            let mouseX = 0, mouseY = 0;
            window.addEventListener('mousemove', (e) => {
              mouseX = e.clientX;
              mouseY = canvas.height - e.clientY;
            });
          
            function resize() {
              const width = window.innerWidth;
              const 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);
            resize();
          
            let startTime = Date.now();
            function render() {
              let elapsed = (Date.now() - startTime) / 1000.0;
              gl.uniform2f(uResolution, canvas.width, canvas.height);
              gl.uniform1f(uTime, elapsed);
              gl.uniform2f(uMouse, mouseX, mouseY);
          
              gl.drawArrays(gl.TRIANGLES, 0, 6);
              requestAnimationFrame(render);
            }
            requestAnimationFrame(render);
          })();
          </script>
        ` }}
      />
    </div>
  );
}

Next.js App Router Component (use client)

'use client';

import React from 'react';

export default function WebGLCyberMatrixGridBackground() {
  

  return (
    <div 
       
      className="w-full h-full relative overflow-hidden"
    >
      <style dangerouslySetInnerHTML={{ __html: `
        #canvas-webgl-matrix {
          position: absolute;
          top: 0;
          left: 0;
          width: 100%;
          height: 100%;
          border: none;
        }
      ` }} />
      
      {/* HTML Structure */}
      <div 
        className="w-full h-full"
        dangerouslySetInnerHTML={{ __html: `
          <canvas id="canvas-webgl-matrix"></canvas>
          <script>
          (function() {
            const canvas = document.getElementById('canvas-webgl-matrix');
            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;
          
              float hash(float x) {
                return fract(sin(x) * 43758.5453123);
              }
          
              float hash2(vec2 ip) {
                return fract(sin(dot(ip, vec2(127.1, 311.7))) * 43758.5453123);
              }
          
              void main() {
                vec2 uv = gl_FragCoord.xy / u_resolution.xy;
                vec2 p = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y;
                vec2 mouse = (u_mouse - 0.5 * u_resolution.xy) / u_resolution.y;
          
                float cols = 45.0;
                float colId = floor(p.x * cols);
                float colOffset = hash(colId) * 10.0;
                
                float speed = 1.2 + hash(colId) * 1.5;
                float fall = (u_time * speed) + colOffset;
                
                float cellY = fract(p.y * 15.0 - fall);
                float cellId = floor(p.y * 15.0 - fall);
          
                float glow = exp(-cellY * 4.0);
                
                float mouseDist = length(p - mouse);
                float cursorGlow = exp(-mouseDist * 6.0) * 0.8;
          
                float charPattern = step(0.15, hash2(vec2(colId, cellId)));
          
                vec3 greenColor = vec3(0.05, 0.95, 0.4) * (glow + cursorGlow) * charPattern;
                greenColor += vec3(0.8, 1.0, 0.9) * exp(-cellY * 18.0) * charPattern;
          
                float grid = step(0.97, fract(p.x * cols)) + step(0.95, fract(p.y * 15.0));
                greenColor += vec3(0.01, 0.12, 0.05) * grid;
          
                float vignette = smoothstep(1.3, 0.4, length(uv - 0.5));
                greenColor *= vignette;
          
                gl_FragColor = vec4(greenColor, 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');
          
            let mouseX = 0, mouseY = 0;
            window.addEventListener('mousemove', (e) => {
              mouseX = e.clientX;
              mouseY = canvas.height - e.clientY;
            });
          
            function resize() {
              const width = window.innerWidth;
              const 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);
            resize();
          
            let startTime = Date.now();
            function render() {
              let elapsed = (Date.now() - startTime) / 1000.0;
              gl.uniform2f(uResolution, canvas.width, canvas.height);
              gl.uniform1f(uTime, elapsed);
              gl.uniform2f(uMouse, mouseX, mouseY);
          
              gl.drawArrays(gl.TRIANGLES, 0, 6);
              requestAnimationFrame(render);
            }
            requestAnimationFrame(render);
          })();
          </script>
        ` }}
      />
    </div>
  );
}

Raw CSS Stylesheet Snippet

#canvas-webgl-matrix {
  position: absolute;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  border: none;
}