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Shaders Cursor Ripples

Meng ToCommunityCreated by Meng To

  • Skill
  • Tool integration
  • Software development
  • MIT
  • Low risk
  • Has scripts

From the author

Add cursor-following fluid WebGPU distortion over an existing image with the Shaders library's ImageTexture and CursorRipples components. Use when a hero, gallery, or media panel needs a water-ripple mouse effect; when replacing a drifting CSS spotlight or flashlight reveal; or when a prompt says to borrow only the shader interaction from a Shaders.com reference while preserving the current brand, image, copy, and layout.
— the description by Meng To

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  • When replacing outdated CSS-based spotlight or flashlight reveal effects.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

  1. Download the skill as a ZIP:

    https://autogineer.com/agent-skills/mengto/shaders-cursor-ripples/download
  2. Unzip 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

  1. Preserve the existing page, content, and semantic image.

  2. Install shaders and import from the active framework subpath.

  3. Render the source image through one Shader canvas.

  4. Place CursorRipples after ImageTexture so it post-processes that image.

  5. Keep toneMapping="aces" on the root.

  6. Let Shaders track the cursor. Remove custom spotlight coordinates, radial masks, duplicated reveal images, and pointer animation loops.

  7. Keep one real image beneath the canvas as the accessible loading and WebGPU fallback.

  8. Disable the shader for reduced motion and unsupported WebGPU.

  9. 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 shaders version and current framework API when the package may have changed.

Install

npm install shaders

Import 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, and isolation: isolate.

  • Keep the fallback at z-index 0 and the canvas at z-index 1.

  • 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. Use objectFit="cover" for full-bleed media.

Remove the Failed Spotlight Pattern

Delete the old implementation rather than leaving it hidden:

  • second reveal image;

  • radial mask-image and custom reveal variables;

  • smoke or blur overlays tied to pointer position;

  • component-local requestAnimationFrame pointer 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 onReady callback for a short opacity handoff.

  • Use disableTelemetry when 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:

  1. Confirm exactly one canvas[data-renderer="shaders"] exists.

  2. Confirm the shader reaches its ready class and the fallback image remains present.

  3. Sweep the pointer across several points in the media. The distortion must follow that path without a detached circle.

  4. Confirm links and controls remain clickable.

  5. Confirm no console errors or warnings occur.

  6. Confirm the static image remains when WebGPU is unavailable or reduced motion is enabled.

  7. Confirm the old data-reveal-hover or radial-mask layer is absent.

  8. 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 CursorRipples after ImageTexture; 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

assets/react/cursor-ripple-shader.tsx

"use client";

import { CursorRipples, ImageTexture, Shader } from "shaders/react";

type CursorRippleShaderProps = {
  imageUrl: string;
  ready: boolean;
  onReady: () => void;
  className?: string;
};

export default function CursorRippleShader({
  imageUrl,
  ready,
  onReady,
  className = "cursor-ripple-shader",
}: CursorRippleShaderProps) {
  return (
    <Shader
      className={`${className}${ready ? " is-ready" : ""}`}
      toneMapping="aces"
      disableTelemetry
      onReady={onReady}
      data-cursor-ripple-shader
      aria-hidden="true"
    >
      <ImageTexture url={imageUrl} objectFit="cover" />
      <CursorRipples decay={7.3} radius={0.6} />
    </Shader>
  );
}

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