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Canvas Reveal Effect

A dot background that expands on hover, as seen on Clerk's website

Sheetal is Nisha

Nisha is Munni

Munni is Aditi

Installation

Install util dependencies

npm i framer-motion clsx tailwind-merge three @react-three/fiber

Add util file

lib/utils.ts
import { ClassValue, clsx } from "clsx";
import { twMerge } from "tailwind-merge";
 
export function cn(...inputs: ClassValue[]) {
  return twMerge(clsx(inputs));
}

Copy the source code

components/ui/canvas-reveal-effect.tsx

"use client";
import { cn } from "@/lib/utils";
import { Canvas, useFrame, useThree } from "@react-three/fiber";
import React, { useMemo, useRef } from "react";
import * as THREE from "three";
 
export const CanvasRevealEffect = ({
  animationSpeed = 0.4,
  opacities = [0.3, 0.3, 0.3, 0.5, 0.5, 0.5, 0.8, 0.8, 0.8, 1],
  colors = [[0, 255, 255]],
  containerClassName,
  dotSize,
  showGradient = true,
}: {
  /**
   * 0.1 - slower
   * 1.0 - faster
   */
  animationSpeed?: number;
  opacities?: number[];
  colors?: number[][];
  containerClassName?: string;
  dotSize?: number;
  showGradient?: boolean;
}) => {
  return (
    <div className={cn("h-full relative bg-white w-full", containerClassName)}>
      <div className="h-full w-full">
        <DotMatrix
          colors={colors ?? [[0, 255, 255]]}
          dotSize={dotSize ?? 3}
          opacities={
            opacities ?? [0.3, 0.3, 0.3, 0.5, 0.5, 0.5, 0.8, 0.8, 0.8, 1]
          }
          shader={`
              float animation_speed_factor = ${animationSpeed.toFixed(1)};
              float intro_offset = distance(u_resolution / 2.0 / u_total_size, st2) * 0.01 + (random(st2) * 0.15);
              opacity *= step(intro_offset, u_time * animation_speed_factor);
              opacity *= clamp((1.0 - step(intro_offset + 0.1, u_time * animation_speed_factor)) * 1.25, 1.0, 1.25);
            `}
          center={["x", "y"]}
        />
      </div>
      {showGradient && (
        <div className="absolute inset-0 bg-gradient-to-t from-gray-950 to-[84%]" />
      )}
    </div>
  );
};
 
interface DotMatrixProps {
  colors?: number[][];
  opacities?: number[];
  totalSize?: number;
  dotSize?: number;
  shader?: string;
  center?: ("x" | "y")[];
}
 
const DotMatrix: React.FC<DotMatrixProps> = ({
  colors = [[0, 0, 0]],
  opacities = [0.04, 0.04, 0.04, 0.04, 0.04, 0.08, 0.08, 0.08, 0.08, 0.14],
  totalSize = 4,
  dotSize = 2,
  shader = "",
  center = ["x", "y"],
}) => {
  const uniforms = React.useMemo(() => {
    let colorsArray = [
      colors[0],
      colors[0],
      colors[0],
      colors[0],
      colors[0],
      colors[0],
    ];
    if (colors.length === 2) {
      colorsArray = [
        colors[0],
        colors[0],
        colors[0],
        colors[1],
        colors[1],
        colors[1],
      ];
    } else if (colors.length === 3) {
      colorsArray = [
        colors[0],
        colors[0],
        colors[1],
        colors[1],
        colors[2],
        colors[2],
      ];
    }
 
    return {
      u_colors: {
        value: colorsArray.map((color) => [
          color[0] / 255,
          color[1] / 255,
          color[2] / 255,
        ]),
        type: "uniform3fv",
      },
      u_opacities: {
        value: opacities,
        type: "uniform1fv",
      },
      u_total_size: {
        value: totalSize,
        type: "uniform1f",
      },
      u_dot_size: {
        value: dotSize,
        type: "uniform1f",
      },
    };
  }, [colors, opacities, totalSize, dotSize]);
 
  return (
    <Shader
      source={`
        precision mediump float;
        in vec2 fragCoord;
 
        uniform float u_time;
        uniform float u_opacities[10];
        uniform vec3 u_colors[6];
        uniform float u_total_size;
        uniform float u_dot_size;
        uniform vec2 u_resolution;
        out vec4 fragColor;
        float PHI = 1.61803398874989484820459;
        float random(vec2 xy) {
            return fract(tan(distance(xy * PHI, xy) * 0.5) * xy.x);
        }
        float map(float value, float min1, float max1, float min2, float max2) {
            return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
        }
        void main() {
            vec2 st = fragCoord.xy;
            ${
              center.includes("x")
                ? "st.x -= abs(floor((mod(u_resolution.x, u_total_size) - u_dot_size) * 0.5));"
                : ""
            }
            ${
              center.includes("y")
                ? "st.y -= abs(floor((mod(u_resolution.y, u_total_size) - u_dot_size) * 0.5));"
                : ""
            }
      float opacity = step(0.0, st.x);
      opacity *= step(0.0, st.y);
 
      vec2 st2 = vec2(int(st.x / u_total_size), int(st.y / u_total_size));
 
      float frequency = 5.0;
      float show_offset = random(st2);
      float rand = random(st2 * floor((u_time / frequency) + show_offset + frequency) + 1.0);
      opacity *= u_opacities[int(rand * 10.0)];
      opacity *= 1.0 - step(u_dot_size / u_total_size, fract(st.x / u_total_size));
      opacity *= 1.0 - step(u_dot_size / u_total_size, fract(st.y / u_total_size));
 
      vec3 color = u_colors[int(show_offset * 6.0)];
 
      ${shader}
 
      fragColor = vec4(color, opacity);
      fragColor.rgb *= fragColor.a;
        }`}
      uniforms={uniforms}
      maxFps={60}
    />
  );
};
 
type Uniforms = {
  [key: string]: {
    value: number[] | number[][] | number;
    type: string;
  };
};
const ShaderMaterial = ({
  source,
  uniforms,
  maxFps = 60,
}: {
  source: string;
  hovered?: boolean;
  maxFps?: number;
  uniforms: Uniforms;
}) => {
  const { size } = useThree();
  const ref = useRef<THREE.Mesh>();
  let lastFrameTime = 0;
 
  useFrame(({ clock }) => {
    if (!ref.current) return;
    const timestamp = clock.getElapsedTime();
    if (timestamp - lastFrameTime < 1 / maxFps) {
      return;
    }
    lastFrameTime = timestamp;
 
    const material: any = ref.current.material;
    const timeLocation = material.uniforms.u_time;
    timeLocation.value = timestamp;
  });
 
  const getUniforms = () => {
    const preparedUniforms: any = {};
 
    for (const uniformName in uniforms) {
      const uniform: any = uniforms[uniformName];
 
      switch (uniform.type) {
        case "uniform1f":
          preparedUniforms[uniformName] = { value: uniform.value, type: "1f" };
          break;
        case "uniform3f":
          preparedUniforms[uniformName] = {
            value: new THREE.Vector3().fromArray(uniform.value),
            type: "3f",
          };
          break;
        case "uniform1fv":
          preparedUniforms[uniformName] = { value: uniform.value, type: "1fv" };
          break;
        case "uniform3fv":
          preparedUniforms[uniformName] = {
            value: uniform.value.map((v: number[]) =>
              new THREE.Vector3().fromArray(v)
            ),
            type: "3fv",
          };
          break;
        case "uniform2f":
          preparedUniforms[uniformName] = {
            value: new THREE.Vector2().fromArray(uniform.value),
            type: "2f",
          };
          break;
        default:
          console.error(`Invalid uniform type for '${uniformName}'.`);
          break;
      }
    }
 
    preparedUniforms["u_time"] = { value: 0, type: "1f" };
    preparedUniforms["u_resolution"] = {
      value: new THREE.Vector2(size.width * 2, size.height * 2),
    }; // Initialize u_resolution
    return preparedUniforms;
  };
 
  // Shader material
  const material = useMemo(() => {
    const materialObject = new THREE.ShaderMaterial({
      vertexShader: `
      precision mediump float;
      in vec2 coordinates;
      uniform vec2 u_resolution;
      out vec2 fragCoord;
      void main(){
        float x = position.x;
        float y = position.y;
        gl_Position = vec4(x, y, 0.0, 1.0);
        fragCoord = (position.xy + vec2(1.0)) * 0.5 * u_resolution;
        fragCoord.y = u_resolution.y - fragCoord.y;
      }
      `,
      fragmentShader: source,
      uniforms: getUniforms(),
      glslVersion: THREE.GLSL3,
      blending: THREE.CustomBlending,
      blendSrc: THREE.SrcAlphaFactor,
      blendDst: THREE.OneFactor,
    });
 
    return materialObject;
  }, [size.width, size.height, source]);
 
  return (
    <mesh ref={ref as any}>
      <planeGeometry args={[2, 2]} />
      <primitive object={material} attach="material" />
    </mesh>
  );
};
 
const Shader: React.FC<ShaderProps> = ({ source, uniforms, maxFps = 60 }) => {
  return (
    <Canvas className="absolute inset-0  h-full w-full">
      <ShaderMaterial source={source} uniforms={uniforms} maxFps={maxFps} />
    </Canvas>
  );
};
interface ShaderProps {
  source: string;
  uniforms: {
    [key: string]: {
      value: number[] | number[][] | number;
      type: string;
    };
  };
  maxFps?: number;
}

Section

With insomnia, nothing's real. Everything is far away. Everything is a copy, of a copy, of a copy

Static

I'm static and I know it.

Props

ComponentProp NameTypeDefault ValueDescription
CanvasRevealEffectanimationSpeednumber0.4Animation speed, where 0.1 is slower and 1.0 is faster.
CanvasRevealEffectopacitiesnumber[][0.3, 0.3, 0.3, 0.5, 0.5, 0.5, 0.8, 0.8, 0.8, 1]Array of opacities for the effect.
CanvasRevealEffectcolorsnumber[][][[0, 255, 255]]Array of RGB color arrays to use in the effect.
CanvasRevealEffectcontainerClassNamestringAdditional class name(s) for the container div.
CanvasRevealEffectdotSizenumberSize of the dots in the effect.
DotMatrixcolorsnumber[][][[0, 0, 0]]Array of RGB color arrays for the dots. Default is black.
DotMatrixopacitiesnumber[][0.04, 0.04, 0.04, 0.04, 0.04, 0.08, 0.08, 0.08, 0.08, 0.14]Array of opacities for the dots.
DotMatrixtotalSizenumber4Total size of the effect area.
DotMatrixdotSizenumber2Size of the individual dots.
DotMatrixshaderstringCustom shader code to apply to the dots.
DotMatrixcenter("x" | "y")[]["x", "y"]Array indicating whether to center the effect on the x and/or y axis.
ShaderMaterialsourcestringGLSL source code for the shader.
ShaderMaterialuniformsUniformsUniform variables for the shader.
ShaderMaterialmaxFpsnumber60Maximum frames per second for the shader animation.
ShadersourcestringGLSL source code for the shader.
ShaderuniformsUniformsUniform variables for the shader.
ShadermaxFpsnumber60Maximum frames per second for the shader animation.

The inspiration for this effect is directly taken from Clerk's website.

A product by Aceternity
Building in public at @mannupaaji