Shaders Cursor Ripples
Meng ToCommunityCreated by Meng To
- Skill
- Tool integration
- Software development
- MIT
- Low risk
- Has scripts
AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
This skill provides a structured approach to implementing interactive WebGPU-based cursor ripple effects over existing images. It emphasizes a progressive enhancement pattern, ensuring that a static fallback image remains accessible if WebGPU is unsupported or if the user has requested reduced motion. The guide covers the necessary component composition, performance optimization through lazy loading, and the removal of legacy pointer-tracking implementations to prevent coordinate drift and resource contention.
What it does
- Integrates the Shaders library to apply fluid distortion effects to images.
- Implements a robust fallback pattern using a static image for accessibility and non-WebGPU environments.
- Provides a standardized component composition for consistent ripple behavior.
- Guides the removal of legacy spotlight or radial-mask reveal implementations.
- Ensures performance through lazy loading and motion-preference awareness.
- Defines layering rules to maintain interactivity for UI elements positioned over the shader.
When to use it
- When adding a water-ripple mouse interaction to hero sections, galleries, or media panels.
- When replacing outdated CSS-based spotlight or flashlight reveal effects.
- When a design reference requires a specific shader interaction while maintaining existing brand assets.
- When upgrading media components to utilize WebGPU-accelerated visual effects.
Advantages
- Maintains accessibility by preserving the underlying semantic image.
- Prevents performance degradation by lazy-loading shader assets.
- Ensures cross-browser compatibility through graceful degradation.
- Eliminates conflicts between legacy pointer-tracking code and modern shader implementations.
- Provides a clean, maintainable pattern for layering interactive visuals.
Usage examples
- “Add a water ripple effect to the hero image on our homepage using the Shaders library.”
- The agent will replace the existing static hero image with a container that renders the image via ImageTexture and applies the CursorRipples component, ensuring a fallback is present.
- “Replace our current flashlight reveal effect on the gallery images with a fluid ripple effect.”
- The agent will remove the old radial-mask and pointer-tracking logic, install the Shaders library, and implement the required CursorRipples composition with proper layering.
Install
Download the skill as a ZIP:
https://autogineer.com/agent-skills/mengto/shaders-cursor-ripples/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip shaders-cursor-ripples.zip -d .agents/skills
Documentation by Meng To
Shaders Cursor Ripples
Core Contract
Preserve the existing page, content, and semantic image.
Install
shadersand import from the active framework subpath.Render the source image through one
Shadercanvas.Place
CursorRipplesafterImageTextureso it post-processes that image.Keep
toneMapping="aces"on the root.Let Shaders track the cursor. Remove custom spotlight coordinates, radial masks, duplicated reveal images, and pointer animation loops.
Keep one real image beneath the canvas as the accessible loading and WebGPU fallback.
Disable the shader for reduced motion and unsupported WebGPU.
Lazy-load the shader code so the library does not inflate the initial page bundle.
When the user asks for only the shader effect, do not copy a reference's ribbon, blob, glow, typography, layout, copy, colors, or identity. Do not substitute the Shaders Water component: CursorRipples is the interactive image-displacement effect.
Inspect Before Editing
Find the real media wrapper, image URL, crop, overlays, z-index, and existing motion.
Confirm the wrapper has a non-zero rendered width and height.
Search for old reveal code such as
data-reveal-hover,mask-image: radial-gradient, duplicated images,requestAnimationFrame, and manual pointer listeners.Preserve unrelated parallax or entrance motion unless it conflicts with the shader canvas.
Check the installed
shadersversion and current framework API when the package may have changed.
Install
npm install shadersImport from shaders/react, shaders/vue, shaders/svelte, or shaders/solid. For Vite projects, never add shaders to optimizeDeps.exclude; its CommonJS dependencies need Vite pre-bundling. No optimizeDeps entry is normally required.
Before a commercial release, verify the current Shaders license terms.
Required Composition
Keep the component order and values below:
<Shader toneMapping="aces">
<ImageTexture url={imageUrl} objectFit="cover" />
<CursorRipples decay={7.3} radius={0.6} />
</Shader>Use this as the baseline before tuning intensity, chromaticSplit, or edges. Do not add SolidColor, Blob, Form3D, GaborNoise, Glow, or another generator unless the user explicitly requests the reference's generated artwork.
For React, copy and adapt assets/react/cursor-ripple-shader.tsx and assets/react/cursor-ripple-media.css.
Client and Fallback Pattern
Mount the shader only after the browser confirms WebGPU and motion is allowed:
const CursorRippleShader = lazy(() => import("./cursor-ripple-shader"));
const [shaderEnabled, setShaderEnabled] = useState(false);
const [shaderReady, setShaderReady] = useState(false);
useEffect(() => {
const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)");
const sync = () => {
const enabled = "gpu" in navigator && !reduceMotion.matches;
setShaderEnabled(enabled);
if (!enabled) setShaderReady(false);
};
sync();
reduceMotion.addEventListener("change", sync);
return () => reduceMotion.removeEventListener("change", sync);
}, []);Keep the semantic image in the wrapper, then overlay the lazy shader:
<figure className="cursor-ripple-media">
<img
className="cursor-ripple-media__fallback"
src={imageUrl}
alt={meaningfulAlt}
width={width}
height={height}
/>
{shaderEnabled ? (
<Suspense fallback={null}>
<CursorRippleShader
imageUrl={imageUrl}
ready={shaderReady}
onReady={() => setShaderReady(true)}
/>
</Suspense>
) : null}
</figure>For Next.js, an ssr: false dynamic import is also valid. Do not hide the fallback until the shader calls onReady; a failed WebGPU initialization must leave the page legible and complete.
Layering Rules
Give the media wrapper
position: relative, a definite size,overflow: hidden, andisolation: isolate.Keep the fallback at z-index
0and the canvas at z-index1.Fill the wrapper with
position: absolute; inset: 0; width: 100%; height: 100%.Set the shader layer to
pointer-events: none; Shaders listens globally and converts pointer coordinates using the canvas bounds.Mark the shader wrapper
aria-hidden="true"; the fallback image owns the accessible name.Place copy, links, and controls above the canvas so the effect never intercepts interaction.
Preserve the same crop between the fallback and
ImageTexture. UseobjectFit="cover"for full-bleed media.
Remove the Failed Spotlight Pattern
Delete the old implementation rather than leaving it hidden:
second reveal image;
radial
mask-imageand custom reveal variables;smoke or blur overlays tied to pointer position;
component-local
requestAnimationFramepointer easing;pointerenter,pointermove,pointerleave, and resize bookkeeping created only for the flashlight;coarse-pointer rules that reference the retired reveal layers.
Keeping both systems causes coordinate drift, extra GPU work, and confusing fallbacks.
Performance and Motion
Lazy-load the shader module behind the WebGPU check.
Keep exactly one shader canvas for the media panel.
Use the library's
onReadycallback for a short opacity handoff.Use
disableTelemetrywhen telemetry is not required.Do not animate the canvas size; animate a stable parent if parallax is needed.
Disable or unmount the shader under
prefers-reduced-motion: reduce.Keep touch layouts usable with the static image; never put essential information inside the effect.
Verification
Run the project's lint, production build, rendered tests, and git diff --check. Then verify in a real browser:
Confirm exactly one
canvas[data-renderer="shaders"]exists.Confirm the shader reaches its ready class and the fallback image remains present.
Sweep the pointer across several points in the media. The distortion must follow that path without a detached circle.
Confirm links and controls remain clickable.
Confirm no console errors or warnings occur.
Confirm the static image remains when WebGPU is unavailable or reduced motion is enabled.
Confirm the old
data-reveal-hoveror radial-mask layer is absent.Check mobile and desktop crops after the canvas initializes.
Failure Diagnosis
Canvas exists but is blank: verify the wrapper has non-zero dimensions and the image URL is same-origin or CORS-readable.
Image renders but does not ripple: keep
CursorRipplesafterImageTexture; it requires a child/input surface.Ripple is offset: remove manual pointer transforms and check whether a transformed ancestor changes the canvas bounds.
Page crashes during SSR: move the shader into a client-only, lazy-loaded component.
Image flashes on load: retain the fallback and fade the shader in only from
onReady.Initial bundle becomes large: confirm the Shaders import lives only inside the lazy module.
Effect blocks buttons: keep the canvas pointer-transparent and controls in a higher stacking layer.
Handoff
Report the affected media, Shaders package version, fallback behavior, reduced-motion behavior, build/test results, and live interaction verification. Distinguish a locally ready effect from a published deployment.
Files
- ATTRIBUTION.mdAdded by AutoGineer866 B
- LICENSELicence file added by AutoGineer1.0 KiB
- REFERENCES.md214 B
- SKILL.md7.7 KiB
- agents/openai.yaml241 B
- assets/react/cursor-ripple-media.css658 B
- assets/react/cursor-ripple-shader.tsxScript694 B
ATTRIBUTION.md
Attribution
This folder is an unmodified copy of the Agent Skill "shaders-cursor-ripples", distributed by AutoGineer (https://autogineer.com/agent-skills).
Commit: 5ea1661a0e05d82b054553daaa6baf6d0233c33c
Created by: Meng To (https://github.com/MengTo)
Publisher: Meng To (https://github.com/MengTo)
Licence: MIT License (https://github.com/MengTo/Skills/blob/5ea1661a0e05d82b054553daaa6baf6d0233c33c/LICENSE)
Licence evidence: repository licence LICENSE
Retrieved: 2026-11-07
The skill's own files are unmodified copies. AutoGineer is not affiliated with or endorsed by the author or the publisher.
Files added by AutoGineer
ATTRIBUTION.md: this file, written by AutoGineer
LICENSE: copied from LICENSE
Requirements and compatibility
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
Needs: Needs Node.js
Security
What our scanner noticed· Low risk
- Scripts that your agent may run
This skill includes scripts that your agent may run. Read them before you use it.
A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.
Attribution and licence
- Created by
- Meng To
- Publisher
- Meng To (Community)
- Source
- MengTo/Skills · agent-skills/web-design/shaders-cursor-ripples · commit 5ea1661
- Licence
- MIT License (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by Meng To or Meng To.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download shaders-cursor-ripples.zip