New to Claude Skills? Learn how to install them →

mengto on GitHub

Shaders Cursor Ripples

Free

Add interactive water-ripple effects to images.

by mengto4.6k stars on mengto/skills
7 views
Updated Aug 9, 2026
Get this skill

Free · Opens the source repo

What Shaders Cursor Ripples does

Shaders Cursor Ripples is a skill designed to enhance web experiences by adding a fluid, cursor-following distortion effect to images using WebGPU. This skill leverages the Shaders library's ImageTexture and CursorRipples components to create an engaging visual interaction that can replace traditional CSS effects. It's particularly useful for hero images, galleries, or media panels where a dynamic, water-ripple effect can draw attention without compromising the underlying content.

The implementation is straightforward, requiring the installation of the Shaders library and following a specific component structure to ensure proper rendering and performance. The skill preserves the existing page layout and content, ensuring that the visual enhancements do not interfere with accessibility or usability. By utilizing lazy-loading techniques, it minimizes the impact on initial page load times, only activating the shader when the browser supports WebGPU and motion preferences allow it.

This skill is ideal for developers and designers looking to create visually appealing web applications without sacrificing performance. It is particularly suited for projects where user engagement is critical, and a modern aesthetic is desired. The clear guidelines for component order, fallback handling, and performance optimization make it easy to integrate into existing projects while ensuring that the user experience remains smooth and responsive.

However, it's important to note that this skill is focused solely on the shader effect and does not include additional visual elements or styles from external references. Users should be familiar with React or similar frameworks to effectively implement and customize the skill according to their specific needs.

When to use it

Use this skill when you want to add a visually striking water-ripple effect to images on your website, particularly in media-rich contexts like galleries or hero sections.

When not to use it

Avoid this skill if you are not using WebGPU or if your project requires more complex visual effects beyond the ripple interaction, as it focuses solely on that specific functionality.

What you can build with it

Enhancing a Hero Image

Integrate the ripple effect on a hero image to create a captivating entry point for your site.

Interactive Gallery Displays

Use the skill to make gallery images more engaging by adding a dynamic visual effect that responds to user interactions.

Replacing CSS Effects

Substitute traditional CSS spotlight effects with the shader for a more modern and fluid user experience.

How to install Shaders Cursor Ripples

View source

1. Install with the skills CLI

npx skills add mengto/skills/shaders-cursor-ripples --agent claude-code

2. Or install it manually

Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.

Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs

Inside SKILL.md

Written by mengto

Shaders Cursor Ripples

Core Contract

  1. Preserve the existing page, content, and semantic image.
  2. Install shaders and import from the active framework subpath.
  3. Render the source image through one Shader canvas.
  4. Place CursorRipples after ImageTexture so it post-processes that image.
  5. Keep toneMapping="aces" on the root.
  6. Let Shaders track the cursor. Remove custom spotlight coordinates, radial masks, duplicated reveal images, and pointer animation loops.
  7. Keep one real image beneath the canvas as the accessible loading and WebGPU fallback.
  8. Disable the shader for reduced motion and unsupported WebGPU.
  9. Lazy-load the shader code so the library does not inflate the initial page bundle.

When the user asks for only the shader effect, do not copy a reference's ribbon, blob, glow, typography, layout, copy, colors, or identity. Do not substitute the Shaders Water component: CursorRipples is the interactive image-displacement effect.

Inspect Before Editing

  • Find the real media wrapper, image URL, crop, overlays, z-index, and existing motion.
  • Confirm the wrapper has a non-zero rendered width and height.
  • Search for old reveal code such as data-reveal-hover, mask-image: radial-gradient, duplicated images, requestAnimationFrame, and manual pointer listeners.
  • Preserve unrelated parallax or entrance motion unless it conflicts with the shader canvas.
  • Check the installed shaders version and current framework API when the package may have changed.

Install

npm install shaders

Import from shaders/react, shaders/vue, shaders/svelte, or shaders/solid. For Vite projects, never add shaders to optimizeDeps.exclude; its CommonJS dependencies need Vite pre-bundling. No optimizeDeps entry is normally required.

Before a commercial release, verify the current Shaders license terms.

Required Composition

Keep the component order and values below:

<Shader toneMapping="aces">
  <ImageTexture url={imageUrl} objectFit="cover" />
  <CursorRipples decay={7.3} radius={0.6} />
</Shader>

Use this as the baseline before tuning intensity, chromaticSplit, or edges. Do not add SolidColor, Blob, Form3D, GaborNoise, Glow, or another generator unless the user explicitly requests the reference's generated artwork.

For React, copy and adapt assets/react/cursor-ripple-shader.tsx and assets/react/cursor-ripple-media.css.

Client and Fallback Pattern

Mount the shader only after the browser confirms WebGPU and motion is allowed:

const CursorRippleShader = lazy(() => import("./cursor-ripple-shader"));

const [shaderEnabled, setShaderEnabled] = useState(false);
const [shaderReady, setShaderReady] = useState(false);

useEffect(() => {
  const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)");

  const sync = () => {
    const enabled = "gpu" in navigator && !reduceMotion.matches;
    setShaderEnabled(enabled);
    if (!enabled) setShaderReady(false);
  };

  sync();
  reduceMotion.addEventListener("change", sync);
  return () => reduceMotion.removeEventListener("change", sync);
}, []);

Keep the semantic image in the wrapper, then overlay the lazy shader:

<figure className="cursor-ripple-media">
  <img
    className="cursor-ripple-media__fallback"
    src={imageUrl}
    alt={meaningfulAlt}
    width={width}
    height={height}
  />

  {shaderEnabled ? (
    <Suspense fallback={null}>
      <CursorRippleShader
        imageUrl={imageUrl}
        ready={shaderReady}
        onReady={() => setShaderReady(true)}
      />
    </Suspense>
  ) : null}
</figure>

For Next.js, an ssr: false dynamic import is also valid. Do not hide the fallback until the shader calls onReady; a failed WebGPU initialization must leave the page legible and complete.

Layering Rules

  • Give the media wrapper position: relative, a definite size, overflow: hidden, and isolation: isolate.
  • Keep the fallback at z-index 0 and the canvas at z-index 1.
  • Fill the wrapper with position: absolute; inset: 0; width: 100%; height: 100%.
  • Set the shader layer to pointer-events: none; Shaders listens globally and converts pointer coordinates using the canvas bounds.
  • Mark the shader wrapper aria-hidden="true"; the fallback image owns the accessible name.
  • Place copy, links, and controls above the canvas so the effect never intercepts interaction.
  • Preserve the same crop between the fallback and ImageTexture. Use objectFit="cover" for full-bleed media.

Remove the Failed Spotlight Pattern

Delete the old implementation rather than leaving it hidden:

  • second reveal image;
  • radial mask-image and custom reveal variables;
  • smoke or blur overlays tied to pointer position;
  • component-local requestAnimationFrame pointer easing;
  • pointerenter, pointermove, pointerleave, and resize bookkeeping created only for the flashlight;
  • coarse-pointer rules that reference the retired reveal layers.

Keeping both systems causes coordinate drift, extra GPU work, and confusing fallbacks.

Performance and Motion

  • Lazy-load the shader module behind the WebGPU check.
  • Keep exactly one shader canvas for the media panel.
  • Use the library's onReady callback for a short opacity handoff.
  • Use disableTelemetry when telemetry is not required.
  • Do not animate the canvas size; animate a stable parent if parallax is needed.
  • Disable or unmount the shader under prefers-reduced-motion: reduce.
  • Keep touch layouts usable with the static image; never put essential information inside the effect.

Verification

Run the project's lint, production build, rendered tests, and git diff --check. Then verify in a real browser:

  1. Confirm exactly one canvas[data-renderer="shaders"] exists.
  2. Confirm the shader reaches its ready class and the fallback image remains present.
  3. Sweep the pointer across several points in the media. The distortion must follow that path without a detached circle.
  4. Confirm links and controls remain clickable.
  5. Confirm no console errors or warnings occur.
  6. Confirm the static image remains when WebGPU is unavailable or reduced motion is enabled.
  7. Confirm the old data-reveal-hover or radial-mask layer is absent.
  8. Check mobile and desktop crops after the canvas initializes.

Failure Diagnosis

  • Canvas exists but is blank: verify the wrapper has non-zero dimensions and the image URL is same-origin or CORS-readable.
  • Image renders but does not ripple: keep CursorRipples after ImageTexture; it requires a child/input surface.
  • Ripple is offset: remove manual pointer transforms and check whether a transformed ancestor changes the canvas bounds.
  • Page crashes during SSR: move the shader into a client-only, lazy-loaded component.
  • Image flashes on load: retain the fallback and fade the shader in only from onReady.
  • Initial bundle becomes large: confirm the Shaders import lives only inside the lazy module.
  • Effect blocks buttons: keep the canvas pointer-transparent and controls in a higher stacking layer.

Handoff

Report the affected media, Shaders package version, fallback behavior, reduced-motion behavior, build/test results, and live interaction verification. Distinguish a locally ready effect from a published deployment.

Frequently asked questions about Shaders Cursor Ripples

Similar skills