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Added 13 Sept 2026
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liquid-metal
Liquid Metal
Backgrounds

Liquid Metal

Featured

Noise sampled at a position that is itself noise, twice, then cut into contours so the folds read as a polished surface rather than as fog.

Backgroundsliquidmetalchromefluidbackgroundshader
lines of CSS
24lines of CSS
dependencies
0dependencies
browser, for years
Everybrowser, for years
no motion at all
Noneno motion at all
Backdrop
Fragment shader, 3 files, no dependencies. The first one is this design. The other two are the runtime, shared by every shader effect in the catalog — copy them once and the next design you add is a single file. The HTML and CSS on this page are the preview surface and the gradient shown if WebGL is unavailable; they are not a substitute for these.
components/liquid-metal.tsx
'use client'

/**
 * Liquid Metal — domain-warped noise, banded like a polished surface.
 *
 * Three nested fbm lookups: the field is sampled at a position that is
 * itself the output of a field, twice. That is the standard way to get
 * folds and eddies out of noise that would otherwise look like fog, and it
 * is the reason this reads as a fluid with a surface rather than a cloud.
 *
 * The metal comes from the banding. `fract(f * 5)` cuts the smooth field
 * into contours, and a narrow smoothstep across each contour's leading edge
 * is a specular highlight — polished metal is exactly a surface where small
 * changes in angle make large changes in what you see.
 */

import * as React from 'react'

import { ShaderSurface } from './shader-surface'
import type { GLProgram } from './shader-runtime'

export const LIQUID_METAL_PROGRAM: GLProgram = {
  id: 'liquid-metal',
  kind: 'webgl',
  speed: 1,
  light: { c0: '#94a3b8', c1: '#c4b5fd', c2: '#ffffff', bg: '#e2e8f0' },
  dark: { c0: '#1e293b', c1: '#7c3aed', c2: '#e2e8f0', bg: '#020617' },
  fragment: `
vec4 render(vec2 uv) {
  vec2 p = aspect(uv) * 1.25;
  float t = u_time * 0.11;

  vec2 q = vec2(fbm(p + vec2(0.0, t)), fbm(p + vec2(5.2, 1.3 - t)));
  vec2 r = vec2(
    fbm(p + 3.0 * q + vec2(1.7, 9.2) + t * 0.5),
    fbm(p + 3.0 * q + vec2(8.3, 2.8) - t * 0.4)
  );
  float f = fbm(p + 3.5 * r);

  // Contour lines through the field. The asymmetric smoothstep pair is a
  // hard leading edge and a soft trailing one, which is what a highlight
  // rolling over a curved surface looks like.
  float bands = fract(f * 5.0);
  float sheen = smoothstep(0.0, 0.07, bands) * smoothstep(0.52, 0.26, bands);

  vec3 col = mix(u_bg, u_c0, clamp(f * 1.5, 0.0, 1.0));
  col = mix(col, u_c1, clamp(length(r) * 0.85, 0.0, 1.0));
  col += u_c2 * sheen * 0.8;

  return vec4(col, 1.0);
}
`,
}

export function LiquidMetal({ className }: { className?: string }) {
  return <ShaderSurface program={LIQUID_METAL_PROGRAM} className={className} />
}

What's included

  • The markup and the stylesheet, in whichever framework you pick
  • No runtime dependencies

Works with

  • React
  • Vue
  • Svelte
  • Tailwind
  • styled-components
  • Plain CSS

npx hoverlab add liquid-metal

Or over MCP, from your editor's agent — no account needed.

License

Free to read, copy and install, for personal and non-commercial projects. Shipping it in client work or a paid product needs Pro ($79 once). The source lands in your repo and stops being ours — no attribution, nothing to upgrade.

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Motion safety

Not profiled. Canvas / WebGL effect: its deliverable is a shader, and the motion profile only reads CSS.

46 more effects in Backgrounds

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Shipping one commercially

Copying the code is free. Putting it in client work or a paid product is what Pro is for — the licence, not the access.

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  • Unlimited bundle exports, in Vue, Svelte and Tailwind
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