Puffer Quilt Field
A background of diamond-quilted puffer you can press: a pillow sinks under your finger while the four around it puff up with the stuffing it lost, then everything springs back, rendered live in WebGL2.
WebGL20 deps1 file · 18 KB TSXreduced-motion aware
Props
"use client";
import { useEffect, useRef, useState, useSyncExternalStore } from "react";
import type { CSSProperties, ReactNode } from "react";
/**
* PufferQuiltField — a background of quilted puffer you can press.
*
* A diamond-stitched cushion surface, lit from the upper left. Hover a
* pillow and it gives a little; press and it sinks while the four pillows
* around it puff up with the volume it lost, then everything springs back
* inside half a second. WebGL2, drawn only while something moves. Content
* goes on top as children. Dough, gum, lilac and ink.
*
* Part of the Tactile Maximalism kit: dough #f7f0e4, warm ink #17130f and
* one loud accent, bubblegum #ff2d78, filled once per screen; grain fixed to
* the material; soft shadows tinted by what casts them, never a hard offset.
* Everything soft keeps its area as it squashes and settles inside 450ms.
// ---------------------------------------------------------------
// Full source available with a viberdy Pro subscription.
// https://viberdy.dev/pricing
// ---------------------------------------------------------------
}Details
About this background
A surface you want to press. The ground is a diamond-quilted cushion, stitched along every seam and lit softly from the upper left. Hover a pillow and it gives a little under the pointer; press and it sinks while the four pillows around it puff up with the volume it lost, because the stuffing has to go somewhere; let go and every pillow springs back, one overshoot, inside half a second. It draws only while something moves and is perfectly still otherwise. Content goes on top as children: a signup card, a quote, a price.
Curator’s note
The Tactile Maximalism kit's signature surface (slot 2), cut from tactile-maximalism-site. Pro: a WebGL2 heightfield shader lit per pixel, driven by a per-pillow spring simulation that conserves volume.


