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FreeIn reviewv1.0.0

Drift

Snow, petals, embers, fireflies, confetti, dust or bubbles, floating at three depths.
npx shadcn@latest add @vibebox/drift

Controls

1
1
<Drift />

About

Each cell of a grid may hold one particle, whose position inside the cell, size, spin and colour all come from the cell's own hash; neighbours are checked so nothing is cut at a cell edge, and the grid itself scrolls with time, so particles fall or rise through the frame without any state. Seven kinds are seven small shapes: a soft disc, a tumbling ellipse, a flickering spark, a pulsing glow, a turning rectangle, a lit mote and a ring with a highlight. Three scales stand in for depth.

Use it when

  • A shop, gifting or seasonal page wants snow, confetti or gold dust.
  • A bakery, spa or florist wants petals, embers or bubbles.
  • An event or app launch wants a celebration.

Skip it when

  • The brand is austere and technical.
  • The page has a lot of small text under the near particles.

Install

  1. 1Add the VibeBox registry to components.json:
    {
      "registries": {
        "@vibebox": "https://motion.vibeboxph.com/r/{name}.json"
      }
    }
  2. 2Add the component with the shadcn CLI:
    npx shadcn@latest add @vibebox/drift
  3. 3Use it:
    import { Drift } from "@/components/vibebox/drift";
    
    <Drift preset="snow" className="min-h-[560px] rounded-xl">
      <div className="p-12 text-white">
        <h1 className="text-4xl font-semibold">A little something for the season.</h1>
      </div>
    </Drift>

Code

3 files
components/vibebox/drift/drift.client.tsx
/**
 * VibeBox Motion · Drift
 * Copyright (c) 2026 VibeBox. Licensed under the VibeBox Motion Free License:
 * https://motion.vibeboxph.com/license
 * Use it in unlimited personal, commercial and client projects.
 * Do not sell or redistribute it as a component, kit, template or builder.
 */
"use client";

import type { ReactNode } from "react";
import { BackdropCanvas, type PosterSpec } from "@/lib/vibebox/backdrop-canvas";
import { driftPiece, presets, type DriftPreset } from "./drift.shader";

export type DriftColor = "baseD" | "baseD2" | "a" | "b" | "c";
export type DriftValue = "kind" | "amount" | "size" | "fallD" | "glowD";

export type DriftProps = {
  /** What sits on the scene: a heading, a call to action, a whole section. */
  children?: ReactNode;
  /** A named look: `snow`, `petals`, `embers`, `fireflies`, `confetti`, `gold`, `bubbles`. */
  preset?: DriftPreset;
  /** Overrides single palette colours with any CSS colour. */
  colors?: Partial<Record<DriftColor, string>>;
  /** Multiplies the preset's speed (1 keeps it, 0 holds the scene still). */
  speed?: number;
  /** Multiplies the preset's brightness. */
  intensity?: number;
  /** The pointer and touch move the scene. */
  interactive?: boolean;
  /** Accessible name; leave it out when the scene is only a background. */
  label?: string;
  /** Hold one still frame until this is false (for a gallery card). */
  still?: boolean;
  className?: string;
} & Partial<Record<DriftValue, number>>;

const POSTER: PosterSpec = { type: "linear", from: "baseD", to: "baseD2", angle: 180, blobs: [{ color: "a", at: [30, 40], size: 12 }, { color: "b", at: [70, 60], size: 14 }] };

export function Drift({ children, preset, colors, speed, intensity, interactive = true, label, still, className, kind, amount, size, fallD, glowD }: DriftProps) {
  return (
    <BackdropCanvas
      slug="drift"
      piece={driftPiece}
      presets={presets}
      fallback="snow"
      preset={preset}
      colors={colors}
      values={{ kind, amount, size, fallD, glowD }}
      speed={speed}
      intensity={intensity}
      poster={POSTER}
      scale={0.5}
      stillTime={3}
      still={still}
      interactive={interactive}
      label={label}
      className={className}
    >
      {children}
    </BackdropCanvas>
  );
}
components/vibebox/drift/drift.shader.ts
/**
 * VibeBox Motion · Drift
 * Copyright (c) 2026 VibeBox. Licensed under the VibeBox Motion Free License:
 * https://motion.vibeboxph.com/license
 * Use it in unlimited personal, commercial and client projects.
 * Do not sell or redistribute it as a component, kit, template or builder.
 */
import { compose, createScenePiece, type ScenePreset } from "@/lib/vibebox/engine/backdrops";

/*
 * Things that float: snow, petals, embers, fireflies, confetti, dust or bubbles, in three depths
 * so the near ones are large, soft and quick and the far ones small and slow. Every particle is a
 * cell's own: its position, size, spin and colour come from the cell, so a field of thousands is
 * a handful of lookups per pixel. The pointer is a draught that nudges them.
 */

const SCENE = /* glsl */ `
uniform vec3 uBaseD;
uniform vec3 uBaseD2;
uniform vec3 uA;
uniform vec3 uB;
uniform vec3 uC;
uniform float uKind;
uniform float uAmount;
uniform float uSize;
uniform float uFallD;
uniform float uGlowD;
uniform float uSpeed;
uniform float uIntensity;

float T;

vec3 pal(float r) { return r < 0.4 ? lin(uA) : r < 0.75 ? lin(uB) : lin(uC); }

/* One layer: scale is cells per unit, depth 0 (far) to 1 (near). */
vec3 layer(vec2 uv, float scale, float depth, float seed, vec2 wind) {
  int kind = int(uKind + 0.5);
  float dir = (kind == 2 || kind == 6) ? 1.0 : -1.0;      // embers and bubbles rise, the rest fall
  vec2 p = uv * scale;
  float fall = uFallD * (0.25 + 0.75 * depth);
  p.y -= dir * T * fall * 0.35 * scale * 0.5;
  p += wind * depth * scale;
  ivec2 id = ivec2(floor(p)) + ivec2(int(seed) * 61, int(seed) * 23);
  vec3 sum = vec3(0.0);
  for (int y = -1; y <= 1; y++) {
    for (int x = -1; x <= 1; x++) {
      ivec2 c = id + ivec2(x, y);
      float live = h2(c + ivec2(5, 9));
      if (live > uAmount) continue;
      float r1 = h2(c + ivec2(1, 2));
      float r2 = h2(c + ivec2(7, 3));
      float r3 = h2(c + ivec2(4, 8));
      // The particle sways about its cell's centre.
      vec2 sway = vec2(sin(T * (0.4 + r1) + r2 * 30.0), cos(T * (0.3 + r2) + r3 * 30.0)) * (kind == 3 ? 0.35 : 0.18);
      vec2 center = vec2(float(x), float(y)) + 0.2 + 0.6 * vec2(r1, r2) + sway;
      vec2 d = fract(p) - center;
      float sz = (0.06 + 0.1 * r3) * uSize * (0.6 + 0.8 * depth);
      float a = 0.0;
      vec3 colr = pal(r2);
      if (kind == 0) {            // snow: a soft disc
        a = smoothstep(sz, sz * 0.2, length(d)) * (0.5 + 0.5 * depth);
        colr = vec3(1.0) * (0.8 + 0.2 * r1) * lin(uA);
      } else if (kind == 1) {     // petals: tumbling ellipses
        float ang = T * (0.3 + r1) + r2 * 6.28;
        vec2 q = rot(ang) * d;
        float flip = abs(cos(T * (0.5 + r3) + r1 * 9.0));
        q.y /= max(0.25, flip);
        a = smoothstep(sz * 1.6, sz * 1.1, length(q * vec2(1.0, 1.9))) * (0.55 + 0.45 * depth);
      } else if (kind == 2) {     // embers: bright, flickering, cooling as they rise
        float tw = 0.5 + 0.5 * sin(T * (2.0 + r1 * 4.0) + r2 * 40.0);
        float core = smoothstep(sz * 0.5, 0.0, length(d));
        a = (core + 0.3 * exp(-dot(d, d) / (sz * sz * 2.6))) * tw;
        colr = mix(lin(uA), lin(uC), r3);
        a *= 1.0 + uGlowD;
      } else if (kind == 3) {     // fireflies: a pulse of light
        float pulse = pow(0.5 + 0.5 * sin(T * (0.5 + r1) + r2 * 40.0), 3.0);
        a = (smoothstep(sz * 0.55, 0.0, length(d)) + 0.45 * exp(-dot(d, d) / (sz * sz * 6.0))) * pulse;
        colr = mix(lin(uA), lin(uB), r3);
      } else if (kind == 4) {     // confetti: rectangles that turn over
        float ang = T * (0.5 + r1 * 1.5) + r2 * 6.28;
        vec2 q = rot(ang) * d;
        float flip = cos(T * (1.2 + r3 * 2.0) + r1 * 9.0);
        q.y /= max(0.12, abs(flip));
        a = step(abs(q.x), sz * 1.0) * step(abs(q.y), sz * 0.5) * (0.5 + 0.5 * abs(flip));
        colr = pal(fract(r1 * 3.0 + r3));
      } else if (kind == 5) {     // dust: tiny motes lit from one side
        float lightSide = 0.35 + 0.65 * smoothstep(-0.4, 0.4, d.x * 3.0 + sin(T * 0.2 + r1 * 20.0));
        a = smoothstep(sz * 0.4, 0.0, length(d)) * lightSide * 1.2;
        colr = mix(lin(uA), vec3(1.0), 0.4);
      } else {                    // bubbles: a ring with a catch of light
        float l = length(d);
        float ring = smoothstep(sz, sz * 0.88, l) * smoothstep(sz * 0.55, sz * 0.85, l);
        float inner = smoothstep(sz * 0.9, 0.0, l) * 0.06;
        float spec = smoothstep(sz * 0.3, 0.0, length(d - vec2(-sz * 0.35, sz * 0.35)));
        a = ring * 0.8 + inner + spec * 0.7;
        colr = mix(lin(uA), vec3(1.0), 0.55);
      }
      sum += colr * a;
    }
  }
  return sum;
}

void main() {
  vec2 uv = centred(gl_FragCoord.xy);
  T = uTime * uSpeed;
  float aspect = uResolution.x / uResolution.y;
  vec2 pu = vec2((uPointer.x - 0.5) * aspect, uPointer.y - 0.5);
  // A draught from the pointer: particles near it lean away.
  vec2 wind = (uv - pu) * 0.06 * uHover * exp(-length(uv - pu) * 2.2) * 0.0 + vec2(0.0);
  vec2 lean = normalize(uv - pu + vec2(0.0001)) * 0.05 * uHover * exp(-length(uv - pu) * 2.5);

  vec3 col = mix(lin(uBaseD2), lin(uBaseD), smoothstep(-0.55, 0.5, uv.y));
  col += layer(uv + lean, 3.0, 1.0, 1.0, wind) * 1.0;
  col += layer(uv + lean * 0.6, 5.4, 0.6, 2.0, wind) * 0.8;
  col += layer(uv + lean * 0.3, 9.0, 0.2, 3.0, wind) * 0.55;

  col *= uIntensity;
  col *= 1.0 - 0.28 * smoothstep(0.55, 1.2, length(uv * vec2(0.85, 1.1)));
  fragColor = vec4(finish(col, gl_FragCoord.xy), 1.0);
}
`;

export const fragment = compose(SCENE);

export const PRESET_NAMES = ["snow", "petals", "embers", "fireflies", "confetti", "gold", "bubbles"] as const;
export type DriftPreset = (typeof PRESET_NAMES)[number];

export const presets: Record<DriftPreset, ScenePreset> = {
  snow: {
    colors: { baseD: "#2b4a7a", baseD2: "#0d1b36", a: "#ffffff", b: "#dbe9ff", c: "#ffffff" },
    values: { kind: 0, amount: 0.7, size: 1, fallD: 0.8, glowD: 0, speed: 0.8, intensity: 1.05 },
  },
  petals: {
    colors: { baseD: "#ffd3de", baseD2: "#f08aa6", a: "#ffffff", b: "#ffe6ed", c: "#ff5f8f" },
    values: { kind: 1, amount: 0.6, size: 1.2, fallD: 0.7, glowD: 0, speed: 0.7, intensity: 1 },
  },
  embers: {
    colors: { baseD: "#2a0e08", baseD2: "#050202", a: "#ff7a2a", b: "#ffb347", c: "#ffe9a0" },
    values: { kind: 2, amount: 0.6, size: 1, fallD: 1, glowD: 0.4, speed: 0.9, intensity: 1.1 },
  },
  fireflies: {
    colors: { baseD: "#0b2a1c", baseD2: "#020a06", a: "#d9ff6a", b: "#8fffb0", c: "#fff7a0" },
    values: { kind: 3, amount: 0.45, size: 1.1, fallD: 0.5, glowD: 0, speed: 0.7, intensity: 1.15 },
  },
  confetti: {
    colors: { baseD: "#2a1a5a", baseD2: "#0d0824", a: "#ff3fa4", b: "#35d8ff", c: "#ffd23f" },
    values: { kind: 4, amount: 0.5, size: 1.2, fallD: 1, glowD: 0, speed: 1, intensity: 1.05 },
  },
  gold: {
    colors: { baseD: "#1a1208", baseD2: "#050403", a: "#ffd98a", b: "#ffe9b8", c: "#fff6dc" },
    values: { kind: 5, amount: 0.85, size: 1, fallD: 0.35, glowD: 0, speed: 0.6, intensity: 1.25 },
  },
  bubbles: {
    colors: { baseD: "#3aa8d8", baseD2: "#0d4a7a", a: "#dff6ff", b: "#ffffff", c: "#bfeaff" },
    values: { kind: 6, amount: 0.4, size: 1.3, fallD: 0.8, glowD: 0, speed: 0.8, intensity: 1.05 },
  },
};

export const driftPiece = createScenePiece("drift", fragment);
components/vibebox/drift/index.tsx
/**
 * VibeBox Motion · Drift
 * Copyright (c) 2026 VibeBox. Licensed under the VibeBox Motion Free License:
 * https://motion.vibeboxph.com/license
 * Use it in unlimited personal, commercial and client projects.
 * Do not sell or redistribute it as a component, kit, template or builder.
 */
export { Drift, type DriftProps, type DriftColor, type DriftValue } from "./drift.client";
export { PRESET_NAMES as DRIFT_PRESETS, presets as driftPresets, type DriftPreset } from "./drift.shader";

Props

PropTypeDefaultDescription
childrenReactNode—What sits on the scene: a heading, a call to action, a whole section.
preset"snow" | "petals" | "embers" | "fireflies" | "confetti" | "gold" | "bubbles""snow"The look: snow, petals, embers, fireflies, confetti, gold, bubbles.
colors{ baseD?: string; baseD2?: string; a?: string; b?: string; c?: string }—Overrides single palette colours with any CSS colour: baseD (the background at the top), baseD2 (the background at the bottom), a (the main particle colour), b (the second particle colour), c (the third particle colour).
speednumber1Multiplies the preset's speed; 0 holds the scene still.
intensitynumber1Multiplies the preset's brightness, 0.5 to 1.4.
kindnumber00 snow, 1 petals, 2 embers, 3 fireflies, 4 confetti, 5 dust, 6 bubbles (0 to 6; each look sets its own).
amountnumber0.7How many particles fill the frame (0.1 to 1; each look sets its own).
sizenumber1How large the particles are (0.4 to 2; each look sets its own).
fallDnumber0.8How fast the particles move (0 to 2; each look sets its own).
glowDnumber0How much the embers glow (0 to 1; each look sets its own).
interactivebooleantrueThe pointer is a draught that nudges the particles away.
labelstring—Accessible name; leave it out when the scene is only a background.
stillbooleanfalseHold one composed frame until false (a gallery card that plays on hover).
classNamestring—Merged with cn(); give it a size and a radius.

Accessibility and motion

Keyboard
Not focusable; content on it keeps its own focus order.
Screen readers
Decorative by default; with label it is an image with that name.
Touch
A finger moves the scene like the cursor does; scrolling is never blocked.
Reduced motion
One still frame of the particles; they do not move.

Edge cases and limits

  • Confetti is busy: use it for a moment, not a page.
  • Petals are on a light background: use dark text.
  • On phones keep amount under 0.6.
  • Green and violet aurora curtains over a mountain ridge and stars

    Aurora

    Free

    Curtains of northern light over a night sky and a mountain ridge, drawn toward the pointer.

    Backgrounds · WebGL2

  • Warm amber bokeh lights of different sizes on a dark background

    Bokeh

    Free

    Out-of-focus lights in three depths, brighter at the rim and drifting with the pointer.

    Backgrounds · WebGL2

  • A dusk skyline of lit towers under an orange and violet sky

    A skyline of lit windows against a glowing sky, with a road of light trails in front.

    Backgrounds · WebGL2

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