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Liquid Wallpaper Field

A slow WebGL wallpaper of folded silk layers on a seamless 60-second loop: vivid, calm, and sharp-edged enough for glass to bend.

ProGlassmorphismglassneon
Category
Backgrounds
Added
2026-09-26
Deps
none
Updated
2026-09-26

This is a viberdy Pro component

The live preview, the props panel and the write-up are open to everyone. The full source, the AI prompt and CLI install are part of Pro.

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Props

60
6
Pointer parallax
Glass sample
No runtime dependencies
"use client";

import { useEffect, useRef } from "react";
import type { ReactNode } from "react";

/**
 * LiquidWallpaperField — a slow WebGL wallpaper made to sit behind glass.
 *
 * Layers of colour fold over one another like sheets of silk: each has a
 * crisp, lit top edge, a sheen that fades down its face and a soft shadow on
 * the layer behind it. The whole field breathes on one seamless loop (60
 * seconds by default; every wave is a whole multiple of the loop, so the last
 * frame meets the first). Move the pointer and the layers shift by depth, a
 * few pixels of parallax.
 *
 * Why it is built this way: glass only looks like glass when it has something
 * to bend. A blurry gradient gives a lens nothing to work with, so this field
 * is vivid and low-frequency (big shapes, nothing busy behind your text) but

  // ---------------------------------------------------------------
  // Full source available with a viberdy Pro subscription.
  // https://viberdy.dev/pricing
  // ---------------------------------------------------------------
}
Notes

About this background

Glass is only as good as what sits behind it. A blurry mesh gradient gives a lens nothing to bend, and busy imagery fights the text on top, so this wallpaper is built for the job: big, vivid, low-frequency shapes, but every edge crisp. Layers of colour fold over one another like sheets of silk, each with a lit top edge, a sheen that fades down its face and a soft shadow on the layer behind, and those sharp fold lines are exactly what a refracting rim makes visible. The whole field breathes on one seamless loop, 60 seconds by default, because every wave is a whole multiple of it; move the pointer and the layers drift a few pixels by depth. It is one WebGL2 draw call at up to 1.5× resolution and 30 frames a second, pauses off-screen and in hidden tabs, holds a still frame under reduced motion, and falls back to a CSS gradient in the same palette.

Curator’s note

Part of the Glassmorphism kit, drop 2. Pro because it is a WebGL2 shader with a seamless loop, depth parallax and a full lifecycle: context loss, off-screen pausing, a 30fps cap and a CSS fallback.

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