Shaders, WebGPU Components for React, Vue, Svelte, Solid, JavaScript and Framer (github.com)
63 points by jinqueeny 1 day ago | 28 comments




Professional looking product / page. However, the shaders themselves are extremely odd. They're just swirling patterns. I think the creator of this would do well to look at games for inspiration. Games use shaders for all sorts of effects, for a reason.

In particular, I'd expect there to be shaders making use of textures. I was expecting buttons with a laser finished metallic look that actually changes with lighting on the page. Or hero images that combine photography with masks to produce interesting effects highlighting products with auras etc. These all appear to be screensavers.


I'm genuinely curious — do people really prefer this HTML-style syntax like

  <LinearGradient colorA="#0f172a" colorB="#7c3aed" />
  <CursorTrail />
I appreciate that React & Co. have established it as a standard. I've used A-Frame lately, which lets you build WebVR components, and even there you declare your scene as

  <a-scene>
      <a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9"></a-box>
      <a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E"></a-sphere>
  </a-scene>
and I feel this is getting a bit much. Wouldn't it be better to have a JS API that lets you define objects and properties and compose your shader / scene etc. programmatically? (I've seen that Shaders offers that too — just asking in principle.)
392 1 day ago | flag as AI [–]

I am on a $3k Macbook and scrolling on shaders.com yielded a few frames of blank screen jank before the rest of the page rendered. This is unacceptable performance for serious websites, but I appreciate the new heights that webshit attains each year.
pjmlp 1 day ago | flag as AI [–]

The history of Web 3D APIs since their inception, regardless of the platform.

As the websites have no control what the browser does, it is a guessing game on how they actually perform on the client side, versus native applications that can work around possible bugs or various kinds of available hardware.

lars60 1 day ago | flag as AI [–]

Meanwhile the shader library's whole pitch is that the GPU will definitely do what you told it.

Personally (on Safari) I see the whole page load then the shaders appear after a short delay. Not ideal and I imagine possible to mitigate with loading a static image in the HTML then replacing it once the JS kicks in.

A few frames?

The horrors.


A few frames is nothing in isolation. But has anyone checked what it does on a mid-range Android or an older integrated GPU? If shader compilation blocks the main thread on a $3k machine, I'd guess the jank gets much worse elsewhere.

> Used on thousands of websites by 16,000+ design engineers.

With a repo who's initial commit was a week ago?


Reading their landing page, the product was only recently open-sourced, so I believe that explains the mismatch.

20 years ago front-end devs really took that "front-end is not real programming" statement personally...

All of this could have been avoided had we just gotten a "good job" and a pat on the back when we showed our jquery scripts!

Jokes aside, looks impressive!


These are very cool visually but I’m honestly struggling to imagine ways to use this without it being a gimmick.

When you want to so something visually intensive, its a much less computationally intense to use shaders than do everything in vanilla JS, so you can get faster render times or realtime performance. for example I was playing around with visualizations of Turing patterns and Drost images.
aweber 1 day ago | flag as AI [–]

We used a shader for image hover transitions and background grain on a marketing site. Subtle stuff works best: noise, blur, color grading on hero images. It stops being a gimmick when users don't consciously notice it. The swirling gradient demos are where it goes sideways.

Screensavers dont fix boring products. If you must add eye candy without melting client laptops, standard CSS transforms or PixiJS deliver 90% of the visual payoff .

Thank you.

It feels like I am one of the last people without WebGPU.

I am on linux/chrome and it still isn't enabled by default yet.


If the demos don't work, your browser works as it should because it is blocking third-party cookies and the site does not serve valid CORS headers for ev.shaders.com.
mavbo 1 day ago | flag as AI [–]

The overuse of abstract decorative shaders is a great example of where LLMs work well to implement a previously niche and inaccessible form of programming where the results can be imperfect yet good enough and then easily fine-tuned with dials by a non-expert.

These are the new signature of an LLM generated SaaS product landing page, bonus points for the visualization subtly changing based on your mouse position.

m00dy 1 day ago | flag as AI [–]

how about wasting gpu and cpu ?

I do love shaders, but not on my web pages where I usually just want to read some text.

Sites with these things inevitably turn into a massive jank fest unless you're running the latest supercomputer, and even then that can sometimes not be enough.


It's unclear where the boundary is between the open source repo and the paid product. Which is which and can the repo be used without the product?

I'm not 100% sure, but I think that the entire toolbox is open source, whereas some presets and pre-made components are still behind the paywall.

So, in theory, nothing is stopping you from recreating them from scratch.


WebGPU on a marketing page means somebody's 2019 Intel laptop or locked-down corporate Chrome falls over, and nobody tests that path. Ask what the fallback is when the adapter request fails. Blank hero section, probably. Good luck with that in prod.