Rocaille Shader Skill
Generate organic, swirling light effects through progressive domain warping - a technique that creates increasingly complex patterns by iteratively displacing coordinates using sinusoidal functions.
Core Technique
The Rocaille effect builds complexity through repeated application of:
v += sin(v.yx + t) / amplitude;
Where:
vis a 2D coordinate vectorv.yxswaps x/y components creating characteristic swirltis time for animationamplitudecontrols warp intensity (1.0 = strong, 4.0 = subtle)- Each iteration adds more organic complexity
Quick Reference
| Warps | Effect | Use Case |
|---|---|---|
| 1-2 | Subtle wave | Backgrounds, subtle motion |
| 3-5 | Organic flow | Music visualizers, hero sections |
| 6-9 | Complex swirl | Psychedelic effects, main attraction |
| 10+ | Chaotic | Experimental, glitch art |
Usage
To generate a shader, specify:
- Warp count (1-15): Number of displacement iterations
- Color mode:
basic,rainbow,monochrome,neon, or custom RGB - Output format:
shadertoy,threejs,webgl,p5js
Generate Custom Shader
Run the generator script:
python3 scripts/rocaille_generator.py --warps 5 --color rainbow --format shadertoy
Options:
--warps N- Number of warp iterations (default: 5)--color MODE- Color mode: basic, rainbow, monochrome, neon (default: rainbow)--format FMT- Output format: shadertoy, threejs, webgl, p5js, all (default: shadertoy)--amplitude N- Warp intensity divisor (default: 2.0)--speed N- Animation speed multiplier (default: 1.0)--demo- Generate interactive HTML demo page
Asset Templates
Pre-built templates available in assets/templates/:
| Template | Description |
|---|---|
shadertoy.glsl | Shadertoy-compatible fragment shader |
threejs.js | Three.js ShaderMaterial with uniforms |
vanilla-webgl.html | Pure WebGL2, no dependencies |
p5js.js | P5.js shader mode integration |
interactive.html | Full demo with controls |
liquid-logo.glsl | Shadertoy liquid-logo reference (reads iChannel0) |
liquid-logo.html | Standalone liquid-logo runtime (drop logo.png beside it, or pass ?logo=…) |
Implementation Patterns
Minimal Shadertoy
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
vec2 v = uv;
for(int i = 0; i < 5; i++) {
v += sin(v.yx + iTime) / 2.0;
}
float d = 1.0 / length(v);
fragColor = vec4(vec3(d * 0.1), 1.0);
}
Three.js Integration
const material = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uWarpCount: { value: 5 },
uAmplitude: { value: 2.0 }
},
vertexShader: vertexCode,
fragmentShader: fragmentCode
});
// In animation loop
material.uniforms.uTime.value = performance.now() / 1000;
Customization
Base Shape Variations
Replace 1.0 / length(v) with:
length(v)- Inverted (dark center)sin(length(v) * 10.0)- Ripple ringsabs(v.x) + abs(v.y)- Diamond shapemax(abs(v.x), abs(v.y))- Square shape
Color Mapping
// Rainbow based on angle
vec3 color = 0.5 + 0.5 * cos(atan(v.y, v.x) + vec3(0, 2, 4));
// Neon glow
vec3 color = vec3(d * 0.2, d * 0.05, d * 0.3);
// Temperature gradient
vec3 color = mix(vec3(0.1, 0.2, 0.8), vec3(1.0, 0.3, 0.1), d);
Liquid Logo Mode
Apply the domain-warp family to a texture instead of a procedural distance field. A pointer-driven radial warp + chromatic aberration makes a static image or SVG logo ripple, bend, and refract around the cursor, with an optional Lissajous idle breathing when the pointer is inactive. Use for hero sections, brand reveals, loading moments, or any hover state where the logo should feel alive.
Generate a self-contained HTML
python3 scripts/rocaille_generator.py \
--mode liquid-logo \
--input path/to/logo.svg \
--output liquid.html
The output embeds the image as a base64 data URI — the generated HTML is a single file with no external dependencies.
Tuning parameters
| Flag | Default | Effect |
|---|---|---|
--distortion | 0.40 | Peak UV pull toward the cursor |
--radius | 0.25 | Gaussian falloff radius (smaller = tighter ripple) |
--decay | 3.0 | Release decay rate (higher = snappier relax) |
--chroma | 0.015 | RGB-channel UV split magnitude |
--idle / --no-idle | on | Lissajous idle breathing when cursor is still |
The runtime respects prefers-reduced-motion (halves distortion and idle
amplitude) and pauses its RAF loop on visibilitychange, so the effect
consumes zero GPU when the tab is hidden.
For the shader math (radial Gaussian falloff, UV pull direction,
cursor-aligned chromatic offset), see references/liquid-logo.md.
Reference Documentation
For deeper understanding:
references/rocaille-complete.md- Full 8-step shader breakdownreferences/domain-warping.md- Theory from Inigo Quilezreferences/glsl-patterns.md- Common GLSL patterns usedreferences/liquid-logo.md- Liquid logo math (falloff, pull, chromatic offset)references/fluid-dom.md- Stable fluid sim over live DOM (Navier-Stokes pipeline, VFX-JS lineage)
Combining Effects
Layer with other techniques:
- Bloom: Apply gaussian blur to bright areas
- Grain: Add
fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453) - Vignette: Multiply by
1.0 - length(uv) * 0.5 - Chromatic aberration: Sample RGB at slightly offset UVs
Attribution
- Rocaille domain-warp technique — the core
v += sin(v.yx + t) / amplitudeformula and the theory behind it come from Inigo Quilez's domain warping article (iq / Shadertoy). - Liquid Logo mode — inspired by LiquidLogo by Gustav WF (@gustavwf / gustavwf.supply), a free Framer component. The liquid-logo shader here is reimplemented from scratch from first principles (radial Gaussian falloff, UV displacement, cursor-aligned chromatic offset) — it is not a port of Gustav's code and does not redistribute any of his files. If you want a drop-in Framer component, get it directly from him; if you want a standalone HTML file or a Shadertoy-compatible shader, this skill generates one.
- Astryx-statue mode — pattern studied from Astryx (Framer + Unicorn Studio). The depth-parallax shader technique descends from Robin Delaporte's CodePen (the universal ancestor of web depth-parallax heroes). Production reference: DepthFlow by BrokenSource (AGPL, reference only — not a dependency).
- Fluid-DOM mode — pattern studied from Amagi's "Stable Fluid on VFX-JS" CodePen. Shader lineage: Pavel DoGreat's WebGL-Fluid-Simulation (MIT). Theory: Jos Stam, "Real-Time Fluid Dynamics for Games" (GDC 2003).