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How one can Animate WebGL Shaders with GSAP: Ripples, Reveals, and Dynamic Blur Results

Admin by Admin
October 9, 2025
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On this tutorial, we’ll discover the right way to carry movement and interactivity to your WebGL initiatives by combining GSAP with customized shaders. Working with the Dev workforce at Adoratorio Studio, I’ll information you thru 4 GPU-powered results, from ripples that react to clicks to dynamic blurs that reply to scroll and drag.

We’ll begin by establishing a easy WebGL scene and syncing it with our HTML format. From there, we’ll transfer step-by-step by extra superior interactions, animating shader uniforms, mixing textures, and revealing pictures by masks, till we flip every little thing right into a scrollable, animated carousel.

By the top, you’ll perceive the right way to join GSAP timelines with shader parameters to create fluid, expressive visuals that react in actual time and kind the muse to your personal immersive internet experiences.

Creating the HTML construction

As a primary step, we are going to arrange the web page utilizing HTML.

We’ll create a container with out specifying its dimensions, permitting it to increase past the web page width. Then, we are going to set the principle container’s overflow property to hidden, because the web page might be later made interactive by the GSAP Draggable and ScrollTrigger functionalities.

"" Lorem — 001
"" Ipsum — 002
"" Dolor — 003
...

We’ll type all this after which transfer on to the following step.

Sync between HTML and Canvas

We will now start integrating Three.js into our undertaking by making a Stage class chargeable for managing all 3D engine logic. Initially, this class will arrange a renderer, a scene, and a digital camera.

We’ll move an HTML node as the primary parameter, which is able to act because the container for our canvas.
Subsequent, we are going to replace the CSS and the principle script to create a full-screen canvas that resizes responsively and renders on each GSAP body.

export default class Stage {
  constructor(container) {
    this.container = container;

    this.DOMElements = [...this.container.querySelectorAll('img')];

    this.renderer = new WebGLRenderer({
      powerPreference: 'high-performance',
      antialias: true,
      alpha: true,
    });
    this.renderer.setPixelRatio(Math.min(1.5, window.devicePixelRatio));
    this.renderer.setSize(window.innerWidth, window.innerHeight);
    this.renderer.domElement.classList.add('content__canvas');

    this.container.appendChild(this.renderer.domElement);

    this.scene = new Scene();

    const { innerWidth: width, innerHeight: top } = window;
    this.digital camera = new OrthographicCamera(-width / 2, width / 2, top / 2, -height / 2, -1000, 1000);
    this.digital camera.place.z = 10;
  }

  resize() {
    // Replace digital camera props to suit the canvas dimension
    const { innerWidth: screenWidth, innerHeight: screenHeight } = window;

    this.digital camera.left = -screenWidth / 2;
    this.digital camera.proper = screenWidth / 2;
    this.digital camera.high = screenHeight / 2;
    this.digital camera.backside = -screenHeight / 2;
    this.digital camera.updateProjectionMatrix();

    // Replace additionally planes sizes
    this.DOMElements.forEach((picture, index) => {
      const { width: imageWidth, top: imageHeight } = picture.getBoundingClientRect();
      this.scene.kids[index].scale.set(imageWidth, imageHeight, 1);
    });

    // Replace the render utilizing the window sizes
    this.renderer.setSize(screenWidth, screenHeight);
  }

  render() {
    this.renderer.render(this.scene, this.digital camera);
  }
}

Again in our most important.js file, we’ll first deal with the stage’s resize occasion. After that, we’ll synchronize the renderer’s requestAnimationFrame (RAF) with GSAP by utilizing gsap.ticker.add, passing the stage’s render operate because the callback.

// Replace resize with the stage resize
operate resize() {
  ...
  stage.resize();
}

// Add render cycle to gsap ticker
gsap.ticker.add(stage.render.bind(stage));

It’s now time to load all the photographs included within the HTML. For every picture, we are going to create a airplane and add it to the scene. To realize this, we’ll replace the category by including two new strategies:

setUpPlanes() {
  this.DOMElements.forEach((picture) => {
    this.scene.add(this.generatePlane(picture));
  });
}

generatePlane(picture, ) {
  const loader = new TextureLoader();
  const texture = loader.load(picture.src);

  texture.colorSpace = SRGBColorSpace;
  const airplane = new Mesh(
    new PlaneGeometry(1, 1),
    new MeshStandardMaterial(),
  );

  return airplane;
}

We will then name setUpPlanes() inside the constructor of our Stage class.
The consequence ought to resemble the next, relying on the digital camera’s z-position or the planes’ placement—each of which may be adjusted to suit our particular wants.

The subsequent step is to place the planes exactly to correspond with the situation of their related pictures and replace their positions on every body. To realize this, we are going to implement a utility operate that converts display house (CSS pixels) into world house, leveraging the Orthographic Digicam, which is already aligned with the display.

const getWorldPositionFromDOM = (aspect, digital camera) => {
  const rect = aspect.getBoundingClientRect();

  const xNDC = (rect.left + rect.width / 2) / window.innerWidth * 2 - 1;
  const yNDC = -((rect.high + rect.top / 2) / window.innerHeight * 2 - 1);

  const xWorld = xNDC * (digital camera.proper - digital camera.left) / 2;
  const yWorld = yNDC * (digital camera.high - digital camera.backside) / 2;

  return new Vector3(xWorld, yWorld, 0);
};
render() {
  this.renderer.render(this.scene, this.digital camera);

  // For every airplane and every picture replace the place of the airplane to match the DOM aspect place on web page
  this.DOMElements.forEach((picture, index) => {
     this.scene.kids[index].place.copy(getWorldPositionFromDOM(picture, this.digital camera, this.renderer));
  });
}

By hiding the unique DOM carousel, we are able to now show solely the photographs as planes inside the canvas. Create a easy class extending ShaderMaterial and use it instead of MeshStandardMaterial for the planes.

const airplane = new Mesh(
  new PlaneGeometry(1, 1),
  new PlanesMaterial(),
);
...

import { ShaderMaterial } from 'three';
import baseVertex from './base.vert?uncooked';
import baseFragment from './base.frag?uncooked';

export default class PlanesMaterial extends ShaderMaterial {
  constructor() {
    tremendous({
      vertexShader: baseVertex,
      fragmentShader: baseFragment,
    });
  }
}

// base.vert
various vec2 vUv;

void most important() {
  gl_Position = projectionMatrix * modelViewMatrix * vec4(place, 1.0);
  vUv = uv;
}

// base.frag
various vec2 vUv;

void most important() {
  gl_FragColor = vec4(vUv.x, vUv.y, 0.0, 1.0);
}

We will then substitute the shader output with texture sampling primarily based on the UV coordinates, passing the feel to the fabric and shaders as a uniform.

...
const airplane = new Mesh(
  new PlaneGeometry(1, 1),
  new PlanesMaterial(texture),
);
...

export default class PlanesMaterial extends ShaderMaterial {
  constructor(texture) {
    tremendous({
      vertexShader: baseVertex,
      fragmentShader: baseFragment,
      uniforms: {
        uTexture: { worth: texture },
      },
    });
  }
}

// base.frag
various vec2 vUv;

uniform sampler2D uTexture;

void most important() {
  vec4 diffuse = texture2D(uTexture, vUv);
  gl_FragColor = diffuse;
}

Click on on the photographs for a ripple and coloring impact

This steps breaks down the creation of an interactive grayscale transition impact, emphasizing the connection between JavaScript (utilizing GSAP) and GLSL shaders.

Step 1: Instantaneous Shade/Grayscale Toggle

Let’s begin with the only model: clicking the picture makes it immediately change between shade and grayscale.

The JavaScript (GSAP)

At this stage, GSAP’s function is to behave as a easy “on/off” change so let’s create a GSAP Observer to watch the mouse click on interplay:

this.observer = Observer.create({
  goal: doc.querySelector('.content__carousel'),
  sort: 'contact,pointer',
  onClick: e => this.onClick(e),
});

And right here come the next steps:

  • Click on Detection: We use an Observer to detect a click on on our airplane.
  • State Administration: A boolean flag, isBw (is Black and White), is toggled on every click on.
  • Shader Replace: We use gsap.set() to immediately change a uniform in our shader. We’ll name it uGrayscaleProgress.
    • If isBw is true, uGrayscaleProgress turns into 1.0.
    • If isBw is false, uGrayscaleProgress turns into 0.0.
onClick(e) {
  if (intersection) {
    const { materials, userData } = intersection.object;

    userData.isBw = !userData.isBw;

    gsap.set(materials.uniforms.uGrayscaleProgress, {
      worth: userData.isBw ? 1.0 : 0.0
    });
  }
}

The Shader (GLSL)

The fragment shader could be very easy. It receives uGrayscaleProgress and makes use of it as a change.

uniform sampler2D uTexture;
uniform float uGrayscaleProgress; // Our "change" (0.0 or 1.0)
various vec2 vUv;

vec3 toGrayscale(vec3 shade) {
  float grey = dot(shade, vec3(0.299, 0.587, 0.114));
  return vec3(grey);
}

void most important() {
  vec3 originalColor = texture2D(uTexture, vUv).rgb;
  vec3 grayscaleColor = toGrayscale(originalColor);
  
   vec3 finalColor = combine(originalColor, grayscaleColor, uGrayscaleProgress);
   gl_FragColor = vec4(finalColor, 1.0);
}

Step 2: Animated Round Reveal

An immediate change is boring. Let’s make the transition a easy, round reveal that expands from the middle.

The JavaScript (GSAP)

GSAP’s function now adjustments from a change to an animator.
As an alternative of gsap.set(), we use gsap.to() to animate uGrayscaleProgress from 0 to 1 (or 1 to 0) over a set length. This sends a steady stream of values (0.0, 0.01, 0.02, …) to the shader.

gsap.to(materials.uniforms.uGrayscaleProgress, {
  worth: userData.isBw ? 1 : 0,
  length: 1.5,
  ease: 'power2.inOut'
});

The Shader (GLSL)

The shader now makes use of the animated uGrayscaleProgress to outline the radius of a circle.

void most important() {
  float dist = distance(vUv, vec2(0.5));
  
  // 2. Create a round masks.
  float masks = smoothstep(uGrayscaleProgress - 0.1, uGrayscaleProgress, dist);

  // 3. Combine the colours primarily based on the masks's worth for every pixel.
  vec3 finalColor = combine(originalColor, grayscaleColor, masks);
  gl_FragColor = vec4(finalColor, 1.0);
}

How smoothstep works right here: Pixels the place dist is lower than uGrayscaleProgress – 0.1 get a masks worth of 0. Pixels the place dist is bigger than uGrayscaleProgress get a worth of 1. In between, it’s a easy transition, creating the smooth edge.

Step 3: Originating from the Mouse Click on

The impact is rather more participating if it begins from the precise level of the press.

The JavaScript (GSAP)

We have to inform the shader the place the press occurred.

  • Raycasting: We use a Raycaster to search out the exact (u, v) texture coordinate of the press on the mesh.
  • uMouse Uniform: We add a uniform vec2 uMouse to our materials.
  • GSAP Timeline: Earlier than the animation begins, we use .set() on our GSAP timeline to replace the uMouse uniform with the intersection.uv coordinates.
if (intersection) {
  const { materials, userData } = intersection.object;

  materials.uniforms.uMouse.worth = intersection.uv;

  gsap.to(materials.uniforms.uGrayscaleProgress, {
      worth: userData.isBw ? 1 : 0
  });
}

The Shader (GLSL)

We merely substitute the hardcoded middle with our new uMouse uniform.

...
uniform vec2 uMouse; // The (u,v) coordinates from the press
...

void most important() {
...

// 1. Calculate distance from the MOUSE CLICK, not the middle.
float dist = distance(vUv, uMouse);
}

Necessary Element: To make sure the round reveal at all times covers your entire airplane, even when clicking in a nook, we calculate the utmost potential distance from the press level to any of the 4 corners (getMaxDistFromCorners) and normalize our dist worth with it: dist / maxDist.

This ensures the animation completes totally.

Step 4: Including the Last Ripple Impact

The final step is so as to add the 3D ripple impact that deforms the airplane. This requires modifying the vertex shader.

The JavaScript (GSAP)

We want yet one more animated uniform to regulate the ripple’s lifecycle.

  1. uRippleProgress Uniform: We add a uniform float uRippleProgress.
  2. GSAP Keyframes: In the identical timeline, we animate uRippleProgress from 0 to 1 and again to 0. This makes the wave stand up after which settle again down.
gsap.timeline({ defaults: { length: 1.5, ease: 'power3.inOut' } })
  .set(materials.uniforms.uMouse, { worth: intersection.uv }, 0)
  .to(materials.uniforms.uGrayscaleProgress, { worth: 1 }, 0)
  .to(materials.uniforms.uRippleProgress, {
      keyframes: { worth: [0, 1, 0] } // Rise and fall
  }, 0)

The Shaders (GLSL)

Excessive-Poly Geometry: To see a easy deformation, the PlaneGeometry in Three.js have to be created with many segments (e.g., new PlaneGeometry(1, 1, 50, 50)). This provides the vertex shader extra factors to control.

generatePlane(picture, ) {
  ...
  const airplane = new Mesh(
    new PlaneGeometry(1, 1, 50, 50),
    new PlanesMaterial(texture),
  );

  return airplane;
}

Vertex Shader: This shader now calculates the wave and strikes the vertices.

uniform float uRippleProgress;
uniform vec2 uMouse;
various float vRipple; // Move the ripple depth to the fragment shader

void most important() {
  vec3 pos = place;
  float dist = distance(uv, uMouse);

  float ripple = sin(-PI * 10.0 * (dist - uTime * 0.1));
  ripple *= uRippleProgress;

  pos.y += ripple * 0.1;

  vRipple = ripple;
  gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}

Fragment Shader: We will use the ripple depth so as to add a ultimate contact, like making the wave crests brighter.

various float vRipple; // Acquired from vertex shader

void most important() {
  // ... (all the colour and masks logic from earlier than)
  vec3 shade = combine(color1, color2, masks);

  // Add a spotlight primarily based on the wave's top
  shade += vRipple * 2.0;

  gl_FragColor = vec4(shade, diffuse.a);
}

By layering these methods, we create a wealthy, interactive impact the place JavaScript and GSAP act because the puppet grasp, telling the shaders what to do, whereas the shaders deal with the heavy lifting of drawing it fantastically and effectively on the GPU.

Step 5: Reverse impact on earlier tile

As a ultimate step, we arrange a reverse animation of the present tile when a brand new tile is clicked. Let’s begin by creating the reset animation that reverses the animation of the uniforms:

resetMaterial(object) {
  // Reset all shader uniforms to default values
  gsap.timeline({
    defaults: { length: 1, ease: 'power2.out' },

    onUpdate() {
      object.materials.uniforms.uTime.worth += 0.1;
    },
    onComplete() {       
      object.userData.isBw = false;
    }
  })
  .set(object.materials.uniforms.uMouse, { worth: { x: 0.5, y: 0.5} }, 0)
  .set(object.materials.uniforms.uDirection, { worth: 1.0 }, 0)
  .fromTo(object.materials.uniforms.uGrayscaleProgress, { worth: 1 }, { worth: 0 }, 0)
  .to(object.materials.uniforms.uRippleProgress, { keyframes: { worth: [0, 1, 0] } }, 0);
}

Now, at every click on, we have to set the present tile in order that it’s saved within the constructor, permitting us to move the present materials to the reset animation. Let’s modify the onClick operate like this and analyze it step-by-step:

if (this.activeObject && intersection.object !== this.activeObject && this.activeObject.userData.isBw) {
  this.resetMaterial(this.activeObject)
  
  // Stops timeline if lively
  if (this.activeObject.userData.tl?.isActive()) this.activeObject.userData.tl.kill();
  
  // Cleans timeline
  this.activeObject.userData.tl = null;
}

// Setup lively object
this.activeObject = intersection.object;
  • If this.activeObject exists (initially set to null within the constructor), we proceed to reset it to its preliminary black and white state
  • If there’s a present animation on the lively tile, we use GSAP’s kill technique to keep away from conflicts and overlapping animations
  • We reset userData.tl to null (it will likely be assigned a brand new timeline worth if the tile is clicked once more)
  • We then set the worth of this.activeObject to the item chosen by way of the Raycaster

On this method, we’ll have a double ripple animation: one on the clicked tile, which might be coloured, and one on the beforehand lively tile, which might be reset to its unique black and white state.

Texture reveal masks impact

On this tutorial, we are going to create an interactive impact that blends two pictures on a airplane when the consumer hovers or touches it.

Step 1: Setting Up the Planes

Not like the earlier examples, on this case we’d like totally different uniforms for the planes, as we’re going to create a combination between a visual entrance texture and one other texture that might be revealed by a masks that “cuts by” the primary texture.

Let’s begin by modifying the index.html file, including a knowledge attribute to all pictures the place we’ll specify the underlying texture:

""

Then, inside our Stage.js, we’ll modify the generatePlane technique, which is used to create the planes in WebGL. We’ll begin by retrieving the second texture to load by way of the info attribute, and we’ll move the airplane materials the parameters with each textures and the side ratio of the photographs:

generatePlane(picture) {
  const loader = new TextureLoader();
  const texture = loader.load(picture.src);
  const textureBack = loader.load(picture.dataset.again);

  texture.colorSpace = SRGBColorSpace;
  textureBack.colorSpace = SRGBColorSpace;

  const { width, top } = picture.getBoundingClientRect();

  const airplane = new Mesh(
    new PlaneGeometry(1, 1),
    new PlanesMaterial(texture, textureBack, top / width),
  );

  return airplane;
}

Step 2: Materials Setup

import { ShaderMaterial, Vector2 } from 'three';
import baseVertex from './base.vert?uncooked';
import baseFragment from './base.frag?uncooked';

export default class PlanesMaterial extends ShaderMaterial {
  constructor(texture, textureBack, imageRatio) {
    tremendous({
      vertexShader: baseVertex,
      fragmentShader: baseFragment,
      uniforms: {
        uTexture: { worth: texture },
        uTextureBack: { worth: textureBack },
        uMixFactor: { worth: 0.0 },
        uAspect: { worth: imageRatio },
        uMouse: { worth: new Vector2(0.5, 0.5) },
      },
    });
  }
}

Let’s shortly analyze the uniforms handed to the fabric:

  • uTexture and uTextureBack are the 2 textures proven on the entrance and thru the masks
  • uMixFactor represents the mixing worth between the 2 textures contained in the masks
  • uAspect is the side ratio of the photographs used to calculate a round masks
  • uMouse represents the mouse coordinates, up to date to maneuver the masks inside the airplane

Step 3: The Javascript (GSAP)

this.observer = Observer.create({
  goal: doc.querySelector('.content__carousel'),
  sort: 'contact,pointer',
  onMove: e => this.onMove(e),
  onHoverEnd: () => this.hoverOut(),
});

Rapidly, let’s create a GSAP Observer to watch the mouse motion, passing two capabilities:

  • onMove checks, utilizing the Raycaster, whether or not a airplane is being hit with the intention to handle the opening of the reveal masks
  • onHoverEnd is triggered when the cursor leaves the goal space, so we’ll use this technique to reset the reveal masks’s enlargement uniform worth again to 0.0

Let’s go into extra element on the onMove operate to clarify the way it works:

onMove(e) {
  const normCoords = {
    x: (e.x / window.innerWidth) * 2 - 1,
    y: -(e.y / window.innerHeight) * 2 + 1,
  };

  this.raycaster.setFromCamera(normCoords, this.digital camera);

  const [intersection] = this.raycaster.intersectObjects(this.scene.kids);

  if (intersection) {
    this.intersected = intersection.object;
    const { materials } = intersection.object;

    gsap.timeline()
      .set(materials.uniforms.uMouse, { worth: intersection.uv }, 0)
      .to(materials.uniforms.uMixFactor, { worth: 1.0, length: 3, ease: 'power3.out' }, 0);
  } else {
    this.hoverOut();
  }
}

Within the onMove technique, step one is to normalize the mouse coordinates from -1 to 1 to permit the Raycaster to work with the proper coordinates.

On every body, the Raycaster is then up to date to verify if any object within the scene is intersected. If there may be an intersection, the code saves the hit object in a variable.

When an intersection happens, we proceed to work on the animation of the shader uniforms.

Particularly, we use GSAP’s set technique to replace the mouse place in uMouse, after which animate the uMixFactor variable from 0.0 to 1.0 to open the reveal masks and present the underlying texture.

If the Raycaster doesn’t discover any object beneath the pointer, the hoverOut technique is known as.

hoverOut() {
    if (!this.intersected) return;

    // Cease any working tweens on the uMixFactor uniform
    gsap.killTweensOf(this.intersected.materials.uniforms.uMixFactor);

    // Animate uMixFactor again to 0 easily
    gsap.to(this.intersected.materials.uniforms.uMixFactor, { worth: 0.0, length: 0.5, ease: 'power3.out });

    // Clear the intersected reference
    this.intersected = null;
  }

This technique handles closing the reveal masks as soon as the cursor leaves the airplane.

First, we depend on the killAllTweensOf technique to stop conflicts or overlaps between the masks’s opening and shutting animations by stopping all ongoing animations on the uMixFactor .

Then, we animate the masks’s closing by setting the uMixFactor uniform again to 0.0 and reset the variable that was monitoring the at the moment highlighted object.

Step 4: The Shader (GLSL)

uniform sampler2D uTexture;
uniform sampler2D uTextureBack;
uniform float uMixFactor;
uniform vec2 uMouse;
uniform float uAspect;

various vec2 vUv;

void most important() {
    vec2 correctedUv = vec2(vUv.x, (vUv.y - 0.5) * uAspect + 0.5);
    vec2 correctedMouse = vec2(uMouse.x, (uMouse.y - 0.5) * uAspect + 0.5);
    
    float distance = size(correctedUv - correctedMouse);
    float affect = 1.0 - smoothstep(0.0, 0.5, distance);

    float finalMix = uMixFactor * affect;

    vec4 textureFront = texture2D(uTexture, vUv);
    vec4 textureBack = texture2D(uTextureBack, vUv);

    vec4 finalColor = combine(textureFront, textureBack, finalMix);

    gl_FragColor = finalColor;
}

Contained in the most important() operate, it begins by normalizing the UV coordinates and the mouse place relative to the picture’s side ratio. This correction is utilized as a result of we’re utilizing non-square pictures, so the vertical coordinates have to be adjusted to maintain the masks’s proportions appropriate and guarantee it stays round. Due to this fact, the vUv.y and uMouse.y coordinates are modified so they’re “scaled” vertically in keeping with the side ratio.

At this level, the gap is calculated between the present pixel (correctedUv) and the mouse place (correctedMouse). This distance is a numeric worth that signifies how shut or far the pixel is from the mouse middle on the floor.

We then transfer on to the precise creation of the masks. The uniform affect should range from 1 on the cursor’s middle to 0 because it strikes away from the middle. We use the smoothstep operate to recreate this impact and acquire a smooth, gradual transition between two values, so the impact naturally fades.

The ultimate worth for the combination between the 2 textures, that’s the finalMix uniform, is given by the product of the worldwide issue uMixFactor (which is a static numeric worth handed to the shader) and this native affect worth. So the nearer a pixel is to the mouse place, the extra its shade might be influenced by the second texture, uTextureBack.

The final half is the precise mixing: the 2 colours are blended utilizing the combine() operate, which creates a linear interpolation between the 2 textures primarily based on the worth of finalMix. When finalMix is 0, solely the entrance texture is seen.

When it’s 1, solely the background texture is seen. Intermediate values create a gradual mix between the 2 textures.

Click on & Maintain masks reveal impact

This doc breaks down the creation of an interactive impact that transitions a picture from shade to grayscale. The impact begins from the consumer’s click on, increasing outwards with a ripple distortion.

Step 1: The “Transfer” (Hover) Impact

On this step, we’ll create an impact the place a picture transitions to a different because the consumer hovers their mouse over it. The transition will originate from the pointer’s place and increase outwards.

The JavaScript (GSAP Observer for onMove)

GSAP’s Observer plugin is the right device for monitoring pointer actions with out the boilerplate of conventional occasion listeners.

  • Setup Observer: We create an Observer occasion that targets our most important container and listens for contact and pointer occasions. We solely want the onMove and onHoverEnd callbacks.
  • onMove(e) Logic:
    When the pointer strikes, we use a Raycaster to find out if it’s over considered one of our interactive pictures.
    • If an object is intersected, we retailer it in this.intersected.
    • We then use a GSAP Timeline to animate the shader’s uniforms.
    • uMouse: We immediately set this vec2 uniform to the pointer’s UV coordinate on the picture. This tells the shader the place the impact ought to originate.
    • uMixFactor: We animate this float uniform from 0 to 1. This uniform will management the mix between the 2 textures within the shader.
  • onHoverEnd() Logic:
    • When the pointer leaves the item, Observer calls this operate.
    • We kill any ongoing animations on uMixFactor to stop conflicts.
    • We animate uMixFactor again to 0, reversing the impact.

Code Instance: the “Transfer” impact

This code reveals how Observer is configured to deal with the hover interplay.

import { gsap } from 'gsap';
import { Observer } from 'gsap/Observer';
import { Raycaster } from 'three';

gsap.registerPlugin(Observer);

export default class Impact {
  constructor(scene, digital camera) {
    this.scene = scene;
    this.digital camera = digital camera;
    this.intersected = null;
    this.raycaster = new Raycaster();

	// 1. Create the Observer
	this.observer = Observer.create({
      goal: doc.querySelector('.content__carousel'),
      sort: 'contact,pointer',
      onMove: e => this.onMove(e),
      onHoverEnd: () => this.hoverOut(), // Known as when the pointer leaves the goal
    });
  }

  hoverOut() {
    if (!this.intersected) return;

	// 3. Animate the impact out
    gsap.killTweensOf(this.intersected.materials.uniforms.uMixFactor);
    gsap.to(this.intersected.materials.uniforms.uMixFactor, {
      worth: 0.0,
      length: 0.5,
      ease: 'power3.out'
    });

    this.intersected = null;
  }

  onMove(e) {
	// ... (Raycaster logic to search out intersection)
	const [intersection] = this.raycaster.intersectObjects(this.scene.kids);

    if (intersection) {
      this.intersected = intersection.object;
      const { materials } = intersection.object;

	  // 2. Animate the uniforms on hover
      gsap.timeline()
        .set(materials.uniforms.uMouse, { worth: intersection.uv }, 0) // Set origin level
        .to(materials.uniforms.uMixFactor, { // Animate the blendvalue: 1.0,
          length: 3,
          ease: 'power3.out'
        }, 0);
    } else {
      this.hoverOut(); // Reset if not hovering over something
    }
  }
}

The Shader (GLSL)

The fragment shader receives the uniforms animated by GSAP and makes use of them to attract the impact.

  • uMouse: Used to calculate the gap of every pixel from the pointer.
  • uMixFactor: Used because the interpolation worth in a combine() operate. Because it animates from 0 to 1, the shader easily blends from textureFront to textureBack.
  • smoothstep(): We use this operate to create a round masks that expands from the uMouse place. The radius of this circle is managed by uMixFactor.
uniform sampler2D uTexture; // Entrance picture
uniform sampler2D uTextureBack; // Again picture
uniform float uMixFactor; // Animated by GSAP (0 to 1)
uniform vec2 uMouse; // Set by GSAP on transfer

// ...

void most important() {
  // ... (code to appropriate for side ratio)

  // 1. Calculate distance of the present pixel from the mouse
  float distance = size(correctedUv - correctedMouse);

  // 2. Create a round masks that expands as uMixFactor will increase
  float affect = 1.0 - smoothstep(0.0, 0.5, distance);
  float finalMix = uMixFactor * affect;

  // 3. Learn colours from each textures
  vec4 textureFront = texture2D(uTexture, vUv);
  vec4 textureBack = texture2D(uTextureBack, vUv);

  // 4. Combine the 2 textures primarily based on the animated worth
  vec4 finalColor = combine(textureFront, textureBack, finalMix);
	
  gl_FragColor = finalColor;
}

Step 2: The “Click on & Maintain” Impact

Now, let’s construct a extra participating interplay. The impact will begin when the consumer presses down, “cost up” whereas they maintain, and both full or reverse once they launch.

The JavaScript (GSAP)

Observer makes this advanced interplay easy by offering clear callbacks for every state.

  • Setup Observer: This time, we configure Observer to make use of onPress, onMove, and onRelease.
  • onPress(e):
    • When the consumer presses down, we discover the intersected object and retailer it in this.lively.
    • We then name onActiveEnter(), which begins a GSAP timeline for the “charging” animation.
  • onActiveEnter():
    • This operate defines the multi-stage animation. We use await with a GSAP tween to create a sequence.
    • First, it animates uGrayscaleProgress to a midpoint (e.g., 0.35) and holds it. That is the “maintain” a part of the interplay.
    • If the consumer continues to carry, a second tween completes the animation, transitioning uGrayscaleProgress to 1.0.
    • An onComplete callback then resets the state, making ready for the following interplay.
  • onRelease():
    • If the consumer releases the pointer earlier than the animation completes, this operate is known as.
    • It calls onActiveLeve(), which kills the “charging” animation and animates uGrayscaleProgress again to 0, successfully reversing the impact.
  • onMove(e):
    • That is nonetheless used to constantly replace the uMouse uniform, so the shader’s noise impact tracks the pointer even through the maintain.
    • Crucially, if the pointer strikes off the item, we name onRelease() to cancel the interplay.

Code Instance: Click on & Maintain

This code demonstrates the press, maintain, and launch logic managed by Observer.

import { gsap } from 'gsap';
import { Observer } from 'gsap/Observer';

// ...

export default class Impact {
  constructor(scene, digital camera) {
	// ...
		
    this.lively = null; // Presently lively (pressed) object
	this.raycaster = new Raycaster();
	
	// 1. Create the Observer for press, transfer, and launch
	this.observer = Observer.create({
	  goal: doc.querySelector('.content__carousel'),
	  sort: 'contact,pointer',
      onPress: e => this.onPress(e),
      onMove: e => this.onMove(e),
	  onRelease: () => this.onRelease(),
	});
	
	// Repeatedly replace uTime for the procedural impact
	gsap.ticker.add(() => {
	  if (this.lively) {
	    this.lively.materials.uniforms.uTime.worth += 0.1;
	  }
	});
  }

  // 3. The "charging" animation
  async onActiveEnter() {
    gsap.killTweensOf(this.lively.materials.uniforms.uGrayscaleProgress);

    // First a part of the animation (the "maintain" part)
	await gsap.to(this.lively.materials.uniforms.uGrayscaleProgress, {
      worth: 0.35,
      length: 0.5,
    });

	// Second half, completes after the maintain
    gsap.to(this.lively.materials.uniforms.uGrayscaleProgress, {
      worth: 1,
      length: 0.5,
      delay: 0.12,
      ease: 'power2.in',
      onComplete: () => {/* ... reset state ... */ },
    });
  }

  // 4. Reverses the animation on early launch
  onActiveLeve(mesh) {
    gsap.killTweensOf(mesh.materials.uniforms.uGrayscaleProgress);
    gsap.to(mesh.materials.uniforms.uGrayscaleProgress, {
      worth: 0,
      onUpdate: () => {
        mesh.materials.uniforms.uTime.worth += 0.1;
      },
    });
  }

  // ... (getIntersection logic) ...
	
  // 2. Deal with the preliminary press
  onPress(e) {
    const intersection = this.getIntersection(e);

    if (intersection) {
      this.lively = intersection.object;
      this.onActiveEnter(this.lively); // Begin the animation
    }
  }

  onRelease() {
    if (this.lively) {
      const prevActive = this.lively;
      this.lively = null;
      this.onActiveLeve(prevActive); // Reverse the animation
    }
  }

  onMove(e) {
	// ... (getIntersection logic) ...
		
	if (intersection) {
	  // 5. Maintain uMouse up to date whereas holding
	  const { materials } = intersection.object;
      gsap.set(materials.uniforms.uMouse, { worth: intersection.uv });
    } else {
      this.onRelease(); // Cancel if pointer leaves
    }
  }
}

The Shader (GLSL)

The fragment shader for this impact is extra advanced. It makes use of the animated uniforms to create a distorted, noisy reveal.

  • uGrayscaleProgress: That is the principle driver, animated by GSAP. It controls each the radius of the round masks and the power of a “liquid” distortion impact.
  • uTime: That is constantly up to date by gsap.ticker so long as the consumer is urgent. It’s used so as to add motion to the noise, making the impact really feel alive and dynamic.
  • noise() operate: A regular GLSL noise operate generates procedural, natural patterns. We use this to distort each the form of the round masks and the picture texture coordinates (UVs).
// ... (uniforms and helper capabilities)

void most important() {
  // 1. Generate a noise worth that adjustments over time
  float noisy = (noise(vUv * 25.0 + uTime * 0.5) - 0.5) * 0.05;

  // 2. Create a distortion that pulses utilizing the principle progress animation
  float distortionStrength = sin(uGrayscaleProgress * PI) * 0.5;
  vec2 distortedUv = vUv + vec2(noisy) * distortionStrength;

  // 3. Learn the feel utilizing the distorted coordinates for a liquid impact
  vec4 diffuse = texture2D(uTexture, distortedUv);
  // ... (grayscale logic)
	
  // 4. Calculate distance from the mouse, however add noise to it
  float dist = distance(vUv, uMouse);
  float distortedDist = dist + noisy;

  // 5. Create the round masks utilizing the distorted distance and progress
  float maxDist = getMaxDistFromCorners(uMouse);
  float masks = smoothstep(uGrayscaleProgress - 0.1, uGrayscaleProgress, distortedDist / maxDist);

  // 6. Combine between the unique and grayscale colours
  vec3 shade = combine(color1, color2, masks);

  gl_FragColor = vec4(shade, diffuse.a);
}

This shader combines noise-based distortion, easy round masking, and real-time uniform updates to create a liquid, natural transition that radiates from the press place. As GSAP animates the shader’s progress and time values, the impact feels alive and tactile — an ideal instance of how animation logic in JavaScript can drive advanced visible habits immediately on the GPU.

Dynamic blur impact carousel

Step 1: Create the carousel

On this ultimate demo, we are going to create an extra implementation, turning the picture grid right into a scrollable carousel that may be navigated each by dragging and scrolling.

First we are going to implement the Draggable plugin by registering it and focusing on the suitable

with the specified configuration. Ensure to deal with boundary constraints and replace them accordingly when the window is resized.

const carouselInnerRef = doc.querySelector('.content__carousel-inner');
const draggable = new Draggable(carouselInnerRef, {
  sort: 'x',
  inertia: true,
  dragResistance: 0.5,
  edgeResistance: 0.5,
  throwResistance: 0.5,
  throwProps: true,
});

operate resize() {
  const innerWidth = carouselInnerRef.scrollWidth;
  const viewportWidth = window.innerWidth;
  maxScroll = Math.abs(Math.min(0, viewportWidth - innerWidth));

  draggable.applyBounds({ minX: -maxScroll, maxX: 0 });
}

window.addEventListener('resize', debounce(resize));

We unwell additionally hyperlink GSAP Draggable to the scroll performance utilizing the GSAP ScrollTrigger plugin, permitting us to synchronize each scroll and drag habits inside the similar container. Let’s discover this in additional element:

let maxScroll = Math.abs(Math.min(0, window.innerWidth - carouselInnerRef.scrollWidth));

const scrollTriggerInstance = ScrollTrigger.create({
  set off: carouselWrapper,
  begin: 'high high',
  finish: `+=${2.5 * maxScroll}`,
  pin: true,
  scrub: 0.05,
  anticipatePin: 1,
  invalidateOnRefresh: true,
});

...

resize() {
  ...
  scrollTriggerInstance.refresh();
}

Now that ScrollTrigger is configured on the identical container, we are able to concentrate on synchronizing the scroll place between each plugins, ranging from the ScrollTrigger occasion:

onUpdate(e) {
  const x = -maxScroll * e.progress;

  gsap.set(carouselInnerRef, { x });
  draggable.x = x;
  draggable.replace();
}

We then transfer on to the Draggable occasion, which might be up to date inside each its onDrag and onThrowUpdate callbacks utilizing the scrollPos variable. This variable will function the ultimate scroll place for each the window and the ScrollTrigger occasion.

onDragStart() {},
onDrag() {
  const progress = gsap.utils.normalize(draggable.maxX, draggable.minX, draggable.x);
  scrollPos = scrollTriggerInstance.begin + (scrollTriggerInstance.finish - scrollTriggerInstance.begin) * progress;
  window.scrollTo({ high: scrollPos, habits: 'immediate' });

  scrollTriggerInstance.scroll(scrollPos);
},
onThrowUpdate() {
  const progress = gsap.utils.normalize(draggable.maxX, draggable.minX, draggable.x);
  scrollPos = scrollTriggerInstance.begin + (scrollTriggerInstance.finish - scrollTriggerInstance.begin) * progress;
  window.scrollTo({ high: scrollPos, habits: 'immediate' });
},
onThrowComplete() {
  scrollTriggerInstance.scroll(scrollPos);
}

Step 2: Materials setup

export default class PlanesMaterial extends ShaderMaterial {
  constructor(texture) {
    tremendous({
      vertexShader: baseVertex,
      fragmentShader: baseFragment,
      uniforms: {
        uTexture: { worth: texture },
        uBlurAmount: { worth: 0 },
      },
    });
  }
}

Let’s shortly analyze the uniforms handed to the fabric:

  • uTexture is the bottom texture rendered on the airplane
  • uBlurAmount represents the blur power primarily based on the gap from the window middle

Step 3: The JavaScript (GSAP)

constructor(scene, digital camera) {
  ...
  this.callback = this.scrollUpdateCallback;
  this.centerX = window.innerWidth / 2
  ...
}

Within the constructor we arrange two items we’ll use to drive the dynamic blur impact:

  • this.callback references the operate used inside ScrollTrigger’s onUpdate to refresh the blur quantity
  • this.middleX represents the window middle on X axes and is up to date on every window resize

Let’s dive into the callback handed to ScrollTrigger:

scrollUpdateCallback() {
  this.tiles.forEach(tile => {
    const worldPosition = tile.getWorldPosition(new Vector3());
    const vector = worldPosition.clone().undertaking(this.digital camera);

    const screenX = (vector.x * 0.5 + 0.5) * window.innerWidth;

    const distance = Math.abs(screenX - this.centerX);
    const maxDistance = window.innerWidth / 2;

    const blurAmount = MathUtils.clamp(distance / maxDistance * 5, 0.0, 5.0);

    gsap.to(tile.materials.uniforms.uBlurAmount, {
      worth: Math.spherical(blurAmount / 2) * 2,
      length: 1.5,
      ease: 'power3.out'
    });
  });
}

Let’s dive deeper into this:

  • Vector initiatives every airplane’s 3D place into normalized gadget coordinates; .undertaking(this.digital camera) converts to the -1..1 vary, then it’s scaled to actual display pixel coordinates.
  • screenX are the 2D screen-space coordinates.
  • distance measures how far the airplane is from the display middle.
  • maxDistance is the utmost potential distance from middle to nook.
  • blurAmount computes blur power primarily based on distance from the middle; it’s clamped between 0.0 and 5.0 to keep away from excessive values that might hurt visible high quality or shader efficiency.
  • The uBlurAmount uniform is animated towards the computed blurAmount. Rounding to the closest even quantity (Math.spherical(blurAmount / 2) * 2) helps keep away from overly frequent tiny adjustments that would trigger visually unstable blur.

Step 4: The Shader (GLSL)

uniform sampler2D uTexture;
uniform float uBlurAmount;

various vec2 vUv;

vec4 kawaseBlur(sampler2D tex, vec2 uv, float offset) {
  vec2 texelSize = vec2(1.0) / vec2(textureSize(tex, 0));
  
  vec4 shade = vec4(0.0);
  
  shade += texture2D(tex, uv + vec2(offset, offset) * texelSize);
  shade += texture2D(tex, uv + vec2(-offset, offset) * texelSize);
  shade += texture2D(tex, uv + vec2(offset, -offset) * texelSize);
  shade += texture2D(tex, uv + vec2(-offset, -offset) * texelSize);
  
  return shade * 0.25;
}

vec4 multiPassKawaseBlur(sampler2D tex, vec2 uv, float blurStrength) {
  vec4 baseTexture = texture2D(tex, uv);
  
  vec4 blur1 = kawaseBlur(tex, uv, 1.0 + blurStrength * 1.5);
  vec4 blur2 = kawaseBlur(tex, uv, 2.0 + blurStrength);
  vec4 blur3 = kawaseBlur(tex, uv, 3.0 + blurStrength * 2.5);
  
  float t1 = smoothstep(0.0, 3.0, blurStrength);
  float t2 = smoothstep(3.0, 7.0, blurStrength);
  
  vec4 blurredTexture = combine(blur1, blur2, t1);
  blurredTexture = combine(blurredTexture, blur3, t2);
  
  float mixFactor = smoothstep(0.0, 1.0, blurStrength);
  
  return combine(baseTexture, blurredTexture, mixFactor);
}

void most important() {
  vec4 shade = multiPassKawaseBlur(uTexture, vUv, uBlurAmount);
  gl_FragColor = shade;
}

This GLSL fragment receives a texture (uTexture) and a dynamic worth (uBlurAmount) indicating how a lot the airplane must be blurred. Primarily based on this worth, the shader applies a multi-pass Kawase blur, an environment friendly approach that simulates a smooth, pleasing blur whereas staying performant.

Let’s look at the kawaseBlur operate, which applies a mild blur by sampling 4 factors across the present pixel (uv), every offset positively or negatively.

  • texelSize computes the dimensions of 1 pixel in UV coordinates so offsets discuss with “pixel quantities” no matter texture decision.
  • 4 samples are taken in a diagonal cross sample round uv.
  • The 4 colours are averaged (multiplied by 0.25) to return a balanced consequence.

This operate is a light-weight single move. To realize a stronger impact, we apply it a number of occasions.

The multiPassKawaseBlur operate does precisely that, progressively rising blur after which mixing the passes:

vec4 blur1 = kawaseBlur(tex, uv, 1.0 + blurStrength * 1.5);
vec4 blur2 = kawaseBlur(tex, uv, 2.0 + blurStrength);
vec4 blur3 = kawaseBlur(tex, uv, 3.0 + blurStrength * 2.5);

This produces a progressive, visually easy consequence.

Subsequent, we mix the totally different blur ranges utilizing two separate smoothsteps:

float t1 = smoothstep(0.0, 3.0, blurStrength);
float t2 = smoothstep(3.0, 7.0, blurStrength);
  
vec4 finalBlur = combine(blur1, blur2, t1);
finalBlur = combine(finalBlur, blur3, t2);

The primary combine blends blur1 and blur2, whereas the second blends that consequence with blur3. The ensuing finalBlur represents the Kawase-blurred texture, which we lastly combine with the bottom texture handed by way of the uniform.

Lastly, we combine the blurred texture with the unique texture primarily based on blurStrength, utilizing one other smoothstep from 0 to 1:

float mixFactor = smoothstep(0.0, 1.0, blurStrength);
return combine(baseTexture, finalBlur, mixFactor);

Last Phrases

Bringing collectively GSAP’s animation energy and the artistic freedom of GLSL shaders opens up a complete new layer of interactivity for the net. By animating shader uniforms immediately with GSAP, we’re capable of mix easy movement design ideas with the uncooked flexibility of GPU rendering — crafting experiences that really feel alive, fluid, and tactile.

From easy grayscale transitions to ripple-based deformations and dynamic blur results, each step on this tutorial demonstrates how movement and graphics can reply naturally to consumer enter, creating interfaces that invite exploration moderately than simply statement.

Whereas these methods push the boundaries of front-end improvement, in addition they spotlight a rising development: the convergence of design, code, and real-time rendering.

So, take these examples, remix them, and make them your individual — as a result of probably the most thrilling a part of working with GSAP and shaders is that the canvas is kind of actually infinite.

GSAP Three.js WebGL

Ponpon Mania: How WebGL and GSAP Carry a Comedian Sheep’s Dream to Life

Tags: AnimateBlurDynamicEffectsGSAPrevealsRipplesShadersWebGL
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