WebGL Gravity Particle Swarm
🟠 WebGLThousands of soft glowing micro-particles swirling dynamically around your cursor, forming beautiful cosmic clusters and gravitation orbits.
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
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WebGL Gravity Particle Swarm - WebGL 3D GPU WebGL background for React & Tailwind
Integrate the WebGL Gravity Particle Swarm 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 Gravity Particle Swarm</title>
<style>
html, body {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
background: #09090b;
}
#canvas-webgl-swarm {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border: none;
}
</style>
</head>
<body>
<canvas id="canvas-webgl-swarm"></canvas>
<script>
(function() {
const canvas = document.getElementById('canvas-webgl-swarm');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl) return;
const count = 3000;
const positions = new Float32Array(count * 2);
const velocities = new Float32Array(count * 2);
for (let i = 0; i < count; i++) {
const angle = Math.random() * Math.PI * 2;
const dist = 50 + Math.random() * 200;
positions[i * 2] = Math.cos(angle) * dist;
positions[i * 2 + 1] = Math.sin(angle) * dist;
velocities[i * 2] = -Math.sin(angle) * (Math.random() * 1.5 + 0.5);
velocities[i * 2 + 1] = Math.cos(angle) * (Math.random() * 1.5 + 0.5);
}
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.DYNAMIC_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 a_position;
uniform vec2 u_resolution;
void main() {
vec2 clipSpace = (a_position / u_resolution) * 2.0;
gl_Position = vec4(clipSpace, 0.0, 1.0);
gl_PointSize = 2.0 + (1.0 - clamp(length(a_position) / 1000.0, 0.0, 1.0)) * 2.5;
}
`;
const fsSource = `
precision mediump float;
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
if (dist > 0.5) discard;
float alpha = smoothstep(0.5, 0.0, dist) * 0.75;
gl_FragColor = vec4(0.2, 0.75, 1.0, alpha);
}
`;
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 aPosition = gl.getAttribLocation(program, 'a_position');
const uResolution = gl.getUniformLocation(program, 'u_resolution');
let mouseX = 0, mouseY = 0;
let centerInitialized = false;
window.addEventListener('mousemove', (e) => {
mouseX = e.clientX - canvas.width / 2;
mouseY = -(e.clientY - canvas.height / 2);
centerInitialized = true;
});
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();
function render() {
gl.clearColor(0.04, 0.02, 0.07, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
const targetX = centerInitialized ? mouseX : Math.cos(Date.now() / 1500) * (canvas.width * 0.2);
const targetY = centerInitialized ? mouseY : Math.sin(Date.now() / 1500) * (canvas.height * 0.2);
for (let i = 0; i < count; i++) {
const idx = i * 2;
const x = positions[idx];
const y = positions[idx + 1];
const dx = targetX - x;
const dy = targetY - y;
const distSq = dx * dx + dy * dy + 1000.0;
const dist = Math.sqrt(distSq);
const force = 0.85 / (distSq * 0.0001 + 1.0);
velocities[idx] += (dx / dist) * force;
velocities[idx + 1] += (dy / dist) * force;
velocities[idx] *= 0.985;
velocities[idx + 1] *= 0.985;
positions[idx] += velocities[idx];
positions[idx + 1] += velocities[idx + 1];
}
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, positions);
gl.enableVertexAttribArray(aPosition);
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0);
gl.uniform2f(uResolution, canvas.width, canvas.height);
gl.drawArrays(gl.POINTS, 0, count);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
})();
</script>
</body>
</html>React Component Wrapper (TSX)
import React from 'react';
export default function WebGLGravityParticleSwarmBackground() {
return (
<div
style={{ width: '100%', height: '100%', position: 'relative', overflow: 'hidden' }}
>
<style dangerouslySetInnerHTML={{ __html: `
#canvas-webgl-swarm {
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-swarm"></canvas>
<script>
(function() {
const canvas = document.getElementById('canvas-webgl-swarm');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl) return;
const count = 3000;
const positions = new Float32Array(count * 2);
const velocities = new Float32Array(count * 2);
for (let i = 0; i < count; i++) {
const angle = Math.random() * Math.PI * 2;
const dist = 50 + Math.random() * 200;
positions[i * 2] = Math.cos(angle) * dist;
positions[i * 2 + 1] = Math.sin(angle) * dist;
velocities[i * 2] = -Math.sin(angle) * (Math.random() * 1.5 + 0.5);
velocities[i * 2 + 1] = Math.cos(angle) * (Math.random() * 1.5 + 0.5);
}
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.DYNAMIC_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 a_position;
uniform vec2 u_resolution;
void main() {
vec2 clipSpace = (a_position / u_resolution) * 2.0;
gl_Position = vec4(clipSpace, 0.0, 1.0);
gl_PointSize = 2.0 + (1.0 - clamp(length(a_position) / 1000.0, 0.0, 1.0)) * 2.5;
}
\`;
const fsSource = \`
precision mediump float;
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
if (dist > 0.5) discard;
float alpha = smoothstep(0.5, 0.0, dist) * 0.75;
gl_FragColor = vec4(0.2, 0.75, 1.0, alpha);
}
\`;
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 aPosition = gl.getAttribLocation(program, 'a_position');
const uResolution = gl.getUniformLocation(program, 'u_resolution');
let mouseX = 0, mouseY = 0;
let centerInitialized = false;
window.addEventListener('mousemove', (e) => {
mouseX = e.clientX - canvas.width / 2;
mouseY = -(e.clientY - canvas.height / 2);
centerInitialized = true;
});
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();
function render() {
gl.clearColor(0.04, 0.02, 0.07, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
const targetX = centerInitialized ? mouseX : Math.cos(Date.now() / 1500) * (canvas.width * 0.2);
const targetY = centerInitialized ? mouseY : Math.sin(Date.now() / 1500) * (canvas.height * 0.2);
for (let i = 0; i < count; i++) {
const idx = i * 2;
const x = positions[idx];
const y = positions[idx + 1];
const dx = targetX - x;
const dy = targetY - y;
const distSq = dx * dx + dy * dy + 1000.0;
const dist = Math.sqrt(distSq);
const force = 0.85 / (distSq * 0.0001 + 1.0);
velocities[idx] += (dx / dist) * force;
velocities[idx + 1] += (dy / dist) * force;
velocities[idx] *= 0.985;
velocities[idx + 1] *= 0.985;
positions[idx] += velocities[idx];
positions[idx + 1] += velocities[idx + 1];
}
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, positions);
gl.enableVertexAttribArray(aPosition);
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0);
gl.uniform2f(uResolution, canvas.width, canvas.height);
gl.drawArrays(gl.POINTS, 0, count);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
})();
</script>
` }}
/>
</div>
);
}Next.js App Router Component (use client)
'use client';
import React from 'react';
export default function WebGLGravityParticleSwarmBackground() {
return (
<div
className="w-full h-full relative overflow-hidden"
>
<style dangerouslySetInnerHTML={{ __html: `
#canvas-webgl-swarm {
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-swarm"></canvas>
<script>
(function() {
const canvas = document.getElementById('canvas-webgl-swarm');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl) return;
const count = 3000;
const positions = new Float32Array(count * 2);
const velocities = new Float32Array(count * 2);
for (let i = 0; i < count; i++) {
const angle = Math.random() * Math.PI * 2;
const dist = 50 + Math.random() * 200;
positions[i * 2] = Math.cos(angle) * dist;
positions[i * 2 + 1] = Math.sin(angle) * dist;
velocities[i * 2] = -Math.sin(angle) * (Math.random() * 1.5 + 0.5);
velocities[i * 2 + 1] = Math.cos(angle) * (Math.random() * 1.5 + 0.5);
}
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.DYNAMIC_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 a_position;
uniform vec2 u_resolution;
void main() {
vec2 clipSpace = (a_position / u_resolution) * 2.0;
gl_Position = vec4(clipSpace, 0.0, 1.0);
gl_PointSize = 2.0 + (1.0 - clamp(length(a_position) / 1000.0, 0.0, 1.0)) * 2.5;
}
\`;
const fsSource = \`
precision mediump float;
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
if (dist > 0.5) discard;
float alpha = smoothstep(0.5, 0.0, dist) * 0.75;
gl_FragColor = vec4(0.2, 0.75, 1.0, alpha);
}
\`;
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 aPosition = gl.getAttribLocation(program, 'a_position');
const uResolution = gl.getUniformLocation(program, 'u_resolution');
let mouseX = 0, mouseY = 0;
let centerInitialized = false;
window.addEventListener('mousemove', (e) => {
mouseX = e.clientX - canvas.width / 2;
mouseY = -(e.clientY - canvas.height / 2);
centerInitialized = true;
});
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();
function render() {
gl.clearColor(0.04, 0.02, 0.07, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
const targetX = centerInitialized ? mouseX : Math.cos(Date.now() / 1500) * (canvas.width * 0.2);
const targetY = centerInitialized ? mouseY : Math.sin(Date.now() / 1500) * (canvas.height * 0.2);
for (let i = 0; i < count; i++) {
const idx = i * 2;
const x = positions[idx];
const y = positions[idx + 1];
const dx = targetX - x;
const dy = targetY - y;
const distSq = dx * dx + dy * dy + 1000.0;
const dist = Math.sqrt(distSq);
const force = 0.85 / (distSq * 0.0001 + 1.0);
velocities[idx] += (dx / dist) * force;
velocities[idx + 1] += (dy / dist) * force;
velocities[idx] *= 0.985;
velocities[idx + 1] *= 0.985;
positions[idx] += velocities[idx];
positions[idx + 1] += velocities[idx + 1];
}
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, positions);
gl.enableVertexAttribArray(aPosition);
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0);
gl.uniform2f(uResolution, canvas.width, canvas.height);
gl.drawArrays(gl.POINTS, 0, count);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
})();
</script>
` }}
/>
</div>
);
}Raw CSS Stylesheet Snippet
#canvas-webgl-swarm {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border: none;
}