Library
Effects
53 GPU effects you can stack, animate and loop — no code. Every one runs in the browser.
colour
live
- Audio — Listen to a track, a tab, an input or the room, and drive any slider in the scene from what it hears
- Camera Image — Draw a webcam as a layer — everything above it in the stack processes the live picture. Add Camera Signal instead to react to a camera without showing it
- Camera Signal — Read a camera without showing it — drive any slider from how much is moving, where it is moving, and how light the room is
content
- 3D Model — A primitive or a ready-made model — as authored, or in glass, mirror or matcap
- Background — Solid color or gradient backdrop
- Gradient — Animated multi-stop gradient (frequency, warp, scroll)
- Image — Upload a picture or an SVG as a layer, or pick one of 72 built-in shapes; position, scale and rotate it
- Shape — A flat rectangle, circle, or polygon with adjustable design params
- Text — Editable text with Google fonts; replicate, move and rotate
- Video — Play a muted, looping video clip as a layer; position, scale and rotate it
light
- 2D Light — A positioned light over the layers below — glow or spotlight
- Beam — A beam of light over your scene — line, cross, star, ring, triangle or viewport frame
- Bloom — Soft glow on the brightest areas
- Cast Light — Daylight through leaves, a blind or a window — warm where it lands, cool in the shade
- God Rays — Shafts of light thrown by the bright parts of the layers below
- Vignette — Shade the frame edges, or cut them away so the layers below show through
distort
- Blinds — Displace the image into banded slats — linear, radial or tiled
- Bulge — Swells the layers below outward from a point, or squeezes them in
- Cylinder — Wraps the layers below around a turning drum, with repeats and shading
- Droste — Nests the layers below inside themselves forever, and zooms through them
- Echo — Repeats the layers below as a stepped run of hard-edged copies
- Envelope — Fits the layers below into a band with a bent top and bottom — type on a slope
- Fluid — A stirred fluid simulation that paints the frame and drags the layers below it
- Lens Distort — Fisheye / pincushion lens warp with zoom and chromatic fringing
- Mouse Trail — Displaces the layers below along a fading trail of the cursor
- Noise Warp — Liquid noise displacement of the layers below
- Smudge — Drags the layers below through a viscous current, like paint pushed while wet
- Tile — Repeat the layers below across a grid
stylise
- Blob Tracker — Locks targeting marks onto what moves below
- Contour — Detects edges with a Sobel filter and draws them as clean outlines
- Dither — Ordered dithering of the layers below (duotone or reduced color)
- Glitch — Row displacement and scanline injection
- Glyph Dither — ASCII/glyph rendering of the layers below, by brightness
- Grain — Film grain noise, optionally animated
- Halftone — Rebuilds the image as a rotated grid of ink dots, lines or squares
- Pixelate — Snap coordinates to a coarse block grid
- Posterize — Quantize luminance into a flat color palette
- Subdivide — Break the layers below into blocks that keep splitting, by chance or by detail
blur
- Blur — Gaussian blur of the layers below, with an optional progressive ramp
- Bokeh — Shallow depth-of-field blur with blooming bokeh highlights
- Diffuse — Scatters each pixel a random distance, for a grainy, frosted-glass blur
- Directional Blur — Smears the layers below along one axis, into motion-blur streaks
- Kuwahara — Edge-preserving painterly smoothing of the layers below
- Stretch — Pulls the layers below away from a point into long, hard-edged ribbons
generative
- Flow Field — Domain-warped noise that streams as flowing ribbons
- Light Trail — A glowing stroke that drags a fading tail along a path or the cursor
- Metaballs — Organic blobs that merge like liquid mercury, coloured by a gradient
- Noise Fill — Animated Simplex / Perlin / Voronoi noise between two colors
- Voronoi — Animated cellular pattern — flat cells, stained-glass edges or a distance ramp