Shader Background
Twenty-one GPU shader fills from Paper Design behind one typed variant prop, from mesh and grain gradients to warp, water, voronoi, metaballs, god rays, dithering and noise fields. Animated variants hold still when the visitor prefers reduced motion.
Preview
Install
Add it with the shadcn CLI, or copy the source manually.
$ bunx --bun shadcn add @karaui/shader-background
Needs the theme tokens once. Already ran
shadcn init? You are set. Theme setupInstall dependencies
npm i @paper-design/shaders-react clsx motion tailwind-mergeAdd util files
TSXlib/utils.ts
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}
TSXlib/ease.ts
// Shared motion tokens. Easing curves mirror the CSS custom properties in
// globals.css; springs are the canonical physics used across components.
// Strong custom variants — defaults like `ease-in`/`ease-out` feel weak.
export const EASE_OUT = [0.16, 1, 0.3, 1] as const;
export const EASE_IN_OUT = [0.77, 0, 0.175, 1] as const;
export const EASE_DRAWER = [0.32, 0.72, 0, 1] as const;
/** CSS string form of EASE_OUT for inline style transitions. */
export const EASE_OUT_CSS = "cubic-bezier(0.16, 1, 0.3, 1)";
/** Press feedback on buttons and other tappable surfaces. */
export const SPRING_PRESS = {
type: "spring",
stiffness: 500,
damping: 30,
mass: 0.6,
} as const;
/** Content swaps — label/icon slots trading places inside a control. */
export const SPRING_SWAP = {
type: "spring",
stiffness: 460,
damping: 30,
mass: 0.55,
} as const;
/** Overlay panel entrances — modals and sheets summoned by pointer. */
export const SPRING_PANEL = {
type: "spring",
stiffness: 420,
damping: 40,
mass: 0.5,
} as const;
/** Shared-layout glides — pills, indicators and panels morphing between positions. */
export const SPRING_LAYOUT = {
type: "spring",
stiffness: 360,
damping: 32,
mass: 0.6,
} as const;
/** Cursor-follow physics for decorative mouse tracking (magnetic, tilt, dock). */
export const SPRING_MOUSE = {
stiffness: 200,
damping: 15,
mass: 0.3,
} as const;
/** Dragged handles and fills (sliders) — critically damped `useSpring` config,
* so the value follows the pointer butterily and never rebounds off an end. */
export const SPRING_GLIDE = {
stiffness: 700,
damping: 50,
mass: 0.5,
} as const;
TSXlib/touch.ts
// Shared touch primitives. iOS and iPadOS run their own gestures on top of the
// page — the long-press selection callout and the selection it drags in with
// it — and they win: once the platform claims a touch it cancels ours
// mid-gesture, so a press-and-hold or a drag simply dies. Surfaces that own
// their gesture have to opt out.
//
// What the two classes below cover, precisely:
// - `-webkit-touch-callout: none` stops iOS's long-press callout. WebKit-only:
// it is not a property other engines have, so it is inert everywhere else.
// - `user-select: none` stops the long-press selection on every engine,
// Android included, and stops a drag from painting a selection under the
// cursor. It is inherited, so it reaches every descendant — which is why the
// two classes differ only in whether they apply it unconditionally.
// What neither covers:
// - Chrome for Android's long-press menu on a link or an image. No CSS
// suppresses it; a gesture surface that wraps one needs its own
// `onContextMenu` with `preventDefault()`.
// - The native drag of an `<img>` or `<a>` descendant. `-webkit-user-drag` is
// not inherited and plain divs and buttons are not drag sources, so setting
// it on the surface does nothing — the child itself needs `draggable={false}`.
/**
* Classes for a surface that *is* the control: a thumb, a drum, a stage, a
* handle, a hold button. Selection is suppressed on every input, because a
* drag that highlights the control's own label is wrong on a mouse too.
* Compose with `touch-none` when the surface also owns the scroll axis — leave
* it off when the page must still scroll from there.
*/
export const TOUCH_GESTURE_CLASS = "select-none [-webkit-touch-callout:none]";
/**
* The same opt-out for a gesture surface that wraps content the consumer owns:
* a scroller, a context-menu trigger, a sheet header, a list row. Selection is
* suppressed only where the platform runs its own press gestures — a coarse
* pointer — so a mouse user can still select and copy that content. If the
* gesture itself would paint a selection under the cursor, add `select-none`
* for the duration of the gesture rather than reaching for
* `TOUCH_GESTURE_CLASS`.
*
* `pointer: coarse` describes the *primary* pointer and nothing else, so a
* hybrid machine reads it wrong in both directions: a tablet with a mouse
* plugged in keeps touch as primary and loses mouse selection, and a laptop
* with a touchscreen keeps the mouse as primary and leaves selection live
* under a finger. No media query can answer per interaction — the query is
* about the device, and the question is about the gesture in progress. The
* default stays here because it is right on the machines that are one thing or
* the other, and losing a selection is a nuisance; where the miss costs a
* *gesture* instead, the surface pairs it with `holdSelection` on the press.
*/
export const TOUCH_GESTURE_CONTENT_CLASS =
"[-webkit-touch-callout:none] pointer-coarse:select-none";
/**
* Grow a small control's *hit area* to at least 44×44px (WCAG 2.5.5, Apple
* HIG) on a coarse pointer, without changing what it looks like or the space
* it takes in layout. An invisible `::after` box, centered on the control and
* `max(100%, 2.75rem)` on each axis, catches the taps: a 32px icon button
* reaches 6px past each edge, a wide 40px button only grows vertically, and a
* control already 44px or larger is left as it is. Hit-testing a pseudo
* element lands on its owner, so handlers, focus and `:active` all behave.
*
* Mouse and trackpad rendering is untouched — nothing here applies outside
* `pointer: coarse`. Requirements on the element it goes on:
* - It must be the containing block: add `relative` (and keep it mergeable, so
* a consumer's `absolute` still wins through `cn`).
* - It must not clip itself (`overflow-hidden`), or the overhang is clipped
* away along with its hit area.
* - It must render children: `<input>` and other void elements have no
* `::after`. Put it on the wrapper or label instead.
* - It must not already use `::after` for something visible.
*
* Centered 44px means two 32px buttons with a 4px gap overlap by 8px; the
* later one wins that strip, which still ends well short of the earlier
* button's visual center. Below a ~32px pitch the later neighbour starts
* eating into that center — use `TOUCH_TARGET_Y_CLASS` for such dense rows.
*
* The overhang is real geometry: inside a scroll container it counts as
* scrollable overflow, so a control flush against a scroller's edge can add a
* few pixels of scroll on touch screens. Give such a scroller a little padding
* on that side.
*/
export const TOUCH_TARGET_CLASS =
"pointer-coarse:after:absolute pointer-coarse:after:top-1/2 pointer-coarse:after:left-1/2 pointer-coarse:after:size-[max(100%,2.75rem)] pointer-coarse:after:-translate-x-1/2 pointer-coarse:after:-translate-y-1/2 pointer-coarse:after:content-['']";
/**
* `TOUCH_TARGET_CLASS` on the vertical axis only, for controls packed tighter
* than ~32px apart in a row (pagination dots, dense swatches), where growing
* sideways would hand most of each control to its neighbour. Same rules.
*/
export const TOUCH_TARGET_Y_CLASS =
"pointer-coarse:after:absolute pointer-coarse:after:inset-x-0 pointer-coarse:after:top-1/2 pointer-coarse:after:h-[max(100%,2.75rem)] pointer-coarse:after:-translate-y-1/2 pointer-coarse:after:content-['']";
/**
* Suppress selection on `element` for as long as a gesture is running on it,
* whatever the primary pointer of the machine happens to be. Returns the
* release. Inline, so it wins over the class above and is gone again the
* moment the gesture ends.
*
* For the press gestures a native selection would otherwise steal — a
* long-press that opens a menu. Elsewhere prefer the classes: a surface that
* takes selection away for the whole session is a surface whose text nobody
* can copy.
*/
export function holdSelection(element: HTMLElement) {
element.style.setProperty("user-select", "none");
element.style.setProperty("-webkit-user-select", "none");
return () => {
element.style.removeProperty("user-select");
element.style.removeProperty("-webkit-user-select");
};
}
/**
* Pointer capture, best effort. WebKit throws `NotFoundError` when the pointer
* is already gone by the time the handler runs — routine on iOS, where the
* system can claim the touch first — and an uncaught throw takes the rest of
* the handler, the gesture included, down with it. Touch pointers carry
* implicit capture anyway, so losing it is never fatal.
*/
export function capturePointer(element: Element, pointerId: number) {
try {
element.setPointerCapture(pointerId);
} catch {
// Pointer is no longer active — implicit capture still applies on touch.
}
}
/** Release a capture taken with `capturePointer`, ignoring a stale pointer. */
export function releasePointer(element: Element, pointerId: number) {
try {
if (element.hasPointerCapture(pointerId)) {
element.releasePointerCapture(pointerId);
}
} catch {
// Capture was already dropped by the browser.
}
}
/**
* Whether this event came from a pointer that is *hovering*: not a touch, and
* not currently pressed. Which input the user is holding right now is not
* something a device capability can answer — a touchscreen laptop hovers and
* taps, and iPadOS reports a fine hovering pointer for a finger — so both
* paths stay live and each handler branches on the event it was given.
*
* A pen resting on the glass is making contact, not hovering: `buttons` is the
* tell, and it sends a pen tap down the same route a finger takes.
*
* This answers what an *enter* asks. A leave is the other half of a pair and
* has to be read against the enter that started it — `useHoverGesture` in
* `lib/hooks/use-hover-gesture` does that, and hover surfaces should use it
* rather than asking this question twice.
*/
export const isHoveringPointer = (event: {
pointerType: string;
buttons: number;
}) => event.pointerType !== "touch" && event.buttons === 0;
Copy the source code
TSXcomponents/motion/shader-background.tsx
"use client";
// karaui.kamisama-v0.my.id/components/motion/shader-background
import {
ColorPanels,
type ColorPanelsProps,
Dithering,
type DitheringProps,
DotGrid,
type DotGridProps,
DotOrbit,
type DotOrbitProps,
GodRays,
type GodRaysProps,
GrainGradient,
type GrainGradientProps,
Metaballs,
type MetaballsProps,
MeshGradient,
type MeshGradientProps,
NeuroNoise,
type NeuroNoiseProps,
PerlinNoise,
type PerlinNoiseProps,
PulsingBorder,
type PulsingBorderProps,
SimplexNoise,
type SimplexNoiseProps,
SmokeRing,
type SmokeRingProps,
Spiral,
type SpiralProps,
StaticMeshGradient,
type StaticMeshGradientProps,
StaticRadialGradient,
type StaticRadialGradientProps,
Swirl,
type SwirlProps,
Voronoi,
type VoronoiProps,
Warp,
type WarpProps,
Water,
type WaterProps,
Waves,
type WavesProps,
} from "@paper-design/shaders-react";
import { useReducedMotion } from "motion/react";
import type { ComponentType } from "react";
import { cn } from "@/lib/utils";
type ShaderVariantProps = {
"mesh-gradient": MeshGradientProps;
"grain-gradient": GrainGradientProps;
"dot-grid": DotGridProps;
"dot-orbit": DotOrbitProps;
warp: WarpProps;
waves: WavesProps;
water: WaterProps;
voronoi: VoronoiProps;
swirl: SwirlProps;
"smoke-ring": SmokeRingProps;
"static-radial-gradient": StaticRadialGradientProps;
"neuro-noise": NeuroNoiseProps;
metaballs: MetaballsProps;
"god-rays": GodRaysProps;
spiral: SpiralProps;
dithering: DitheringProps;
"pulsing-border": PulsingBorderProps;
"color-panels": ColorPanelsProps;
"static-mesh-gradient": StaticMeshGradientProps;
"simplex-noise": SimplexNoiseProps;
"perlin-noise": PerlinNoiseProps;
};
export type ShaderBackgroundVariant = keyof ShaderVariantProps;
export type ShaderBackgroundProps = {
[K in ShaderBackgroundVariant]: { variant: K } & ShaderVariantProps[K];
}[ShaderBackgroundVariant];
const VARIANT_COMPONENTS: {
[K in ShaderBackgroundVariant]: ComponentType<ShaderVariantProps[K]>;
} = {
"mesh-gradient": MeshGradient,
"grain-gradient": GrainGradient,
"dot-grid": DotGrid,
"dot-orbit": DotOrbit,
warp: Warp,
waves: Waves,
water: Water,
voronoi: Voronoi,
swirl: Swirl,
"smoke-ring": SmokeRing,
"static-radial-gradient": StaticRadialGradient,
"neuro-noise": NeuroNoise,
metaballs: Metaballs,
"god-rays": GodRays,
spiral: Spiral,
dithering: Dithering,
"pulsing-border": PulsingBorder,
"color-panels": ColorPanels,
"static-mesh-gradient": StaticMeshGradient,
"simplex-noise": SimplexNoise,
"perlin-noise": PerlinNoise,
};
export const SHADER_BACKGROUND_VARIANTS = Object.keys(
VARIANT_COMPONENTS,
) as ShaderBackgroundVariant[];
/**
* Not every variant animates (e.g. dot-grid is a static pattern), so `speed`
* is only frozen for reduced motion when the variant actually exposes it.
*/
export function ShaderBackground({
variant,
className,
...rest
}: ShaderBackgroundProps) {
const reducedMotion = useReducedMotion();
const Shader = VARIANT_COMPONENTS[variant] as ComponentType<
Record<string, unknown>
>;
const props = rest as Record<string, unknown>;
const speedProps = reducedMotion && "speed" in props ? { speed: 0 } : {};
return (
<Shader
{...props}
{...speedProps}
className={cn("h-full w-full", className)}
/>
);
}
TSXcomponents/motion/tabs.tsx
"use client";
import { motion, MotionConfig, useReducedMotion, type Transition } from "motion/react";
import {
createContext,
useCallback,
useContext,
useId,
useMemo,
useState,
type ReactNode,
} from "react";
import { EASE_OUT } from "@/lib/ease";
import { TOUCH_TARGET_CLASS } from "@/lib/touch";
import { cn } from "@/lib/utils";
type Variant = "pill" | "underline" | "segment";
type Ctx = {
value: string;
setValue: (v: string) => void;
layoutId: string;
variant: Variant;
};
const TabsCtx = createContext<Ctx | null>(null);
function useTabs() {
const ctx = useContext(TabsCtx);
if (!ctx) throw new Error("Tabs.* must be used inside <Tabs>");
return ctx;
}
// Weighty spring for the active-tab indicator: a touch of overshoot so it
// settles with life instead of snapping.
const transition: Transition = {
type: "spring",
stiffness: 170,
damping: 24,
mass: 1.2,
};
export function Tabs({
defaultValue,
value,
onValueChange,
variant = "pill",
children,
className,
}: {
defaultValue?: string;
value?: string;
onValueChange?: (v: string) => void;
variant?: Variant;
children: ReactNode;
className?: string;
}) {
const [internal, setInternal] = useState(defaultValue ?? "");
const layoutId = useId();
const reduce = useReducedMotion();
const controlled = value !== undefined;
const current = controlled ? value : internal;
const setValue = useCallback(
(v: string) => {
if (!controlled) setInternal(v);
onValueChange?.(v);
},
[controlled, onValueChange],
);
const contextValue = useMemo(
() => ({ value: current, setValue, layoutId, variant }),
[current, layoutId, setValue, variant],
);
return (
<MotionConfig transition={reduce ? { duration: 0 } : transition}>
<TabsCtx.Provider value={contextValue}>
{/* layoutRoot: the indicator's layoutId measures in page coordinates, so
inside fixed/scrolled containers it would replay scroll offsets as
movement. The pill only ever travels within the list, so scoping
projection to the Tabs wrapper is always correct. */}
<motion.div layoutRoot className={className}>
{children}
</motion.div>
</TabsCtx.Provider>
</MotionConfig>
);
}
const listClasses: Record<Variant, string> = {
pill: "inline-flex items-center gap-1 rounded-full bg-card p-1",
underline: "inline-flex items-center gap-1 border-b border-border",
segment: "inline-flex items-center gap-0 rounded-lg bg-card p-0.5",
};
export function TabsList({ children, className }: { children: ReactNode; className?: string }) {
const { variant } = useTabs();
return (
<div role="tablist" className={cn(listClasses[variant], className)}>
{children}
</div>
);
}
export function TabsTrigger({
value,
children,
className,
indicatorClassName,
}: {
value: string;
children: ReactNode;
className?: string;
indicatorClassName?: string;
}) {
const { value: current, setValue, layoutId, variant } = useTabs();
const active = current === value;
if (variant === "underline") {
return (
<button
type="button"
role="tab"
aria-selected={active}
onClick={() => setValue(value)}
className={cn(
"relative isolate px-3 pb-2.5 pt-1 -mb-px text-sm font-medium transition-colors min-h-[44px] inline-flex items-center",
active ? "text-foreground" : "text-muted-foreground hover:text-foreground",
className,
)}
>
{children}
{active ? (
<motion.span
layoutId={layoutId}
layout="position"
className={cn(
"absolute -bottom-px left-0 right-0 h-px bg-primary",
indicatorClassName,
)}
/>
) : null}
</button>
);
}
const radius = variant === "pill" ? "rounded-full" : "rounded-md";
return (
<div className="relative">
{active ? (
<motion.span
layoutId={layoutId}
layout="position"
style={{ borderRadius: variant === "pill" ? 9999 : 8 }}
className={cn(
"absolute inset-0 bg-primary",
radius,
indicatorClassName,
)}
/>
) : null}
<button
type="button"
role="tab"
aria-selected={active}
onClick={() => setValue(value)}
className={cn(
"relative z-10 inline-flex items-center justify-center whitespace-nowrap bg-transparent px-3.5 py-1.5 text-sm font-medium outline-none",
TOUCH_TARGET_CLASS,
"transition-colors",
active
? "text-primary-foreground"
: "text-muted-foreground hover:text-foreground",
radius,
className,
)}
>
{children}
</button>
</div>
);
}
export function TabsContent({ value, children, className }: { value: string; children: ReactNode; className?: string }) {
const { value: current } = useTabs();
const reduce = useReducedMotion();
const active = current === value;
// Inactive panels stay mounted but hidden, so their content (e.g. source
// code) is present in the server-rendered HTML for crawlers and assistive
// tech, instead of being dropped from the DOM.
if (!active) {
return (
<div hidden className={className}>
{children}
</div>
);
}
return (
<motion.div
key={value}
initial={{ opacity: 0, y: reduce ? 0 : 4 }}
animate={{ opacity: 1, y: 0 }}
transition={{ duration: 0.18, ease: EASE_OUT }}
className={cn("mt-4", className)}
>
{children}
</motion.div>
);
}
@karaui not found? Add it to components.json
{
"registries": {
"@karaui": "https://karaui.kamisama-v0.my.id/r/{name}.json"
}
}@karaui is in shadcn's public registry directory, so the latest CLI needs no setup. On an older CLI, merge this into the existing file once and every @karaui/… install resolves.
API Reference
className?string—Updated