About
Crust mode: a cellular pattern gives plates; the gap between the nearest and second-nearest points is smallest along the edges, so a smoothstep on it draws the cracks, an exponential of it the glow around them, and a power of the crack a hotter core. A slow noise warp moves the plates. Lamp mode: eight inverse-square metaballs move on slow sines, thresholded into a soft body, a hot rim and a bright core.
Use it when
- A fitness, grill, forge, hot-sauce or energy brand wants heat.
- A music or event page wants a lava lamp for the late set.
- A creative studio wants a warm, abstract field.
Skip it when
- The brand is calm and cool.
- The crust cracks sit under a lot of small text.
Install
- 1Add the VibeBox registry to
components.json:{ "registries": { "@vibebox": "https://motion.vibeboxph.com/r/{name}.json" } } - 2Add the component with the shadcn CLI:
npx shadcn@latest add @vibebox/magma - 3Use it:
import { Magma } from "@/components/vibebox/magma"; <Magma preset="lava" className="min-h-[560px] rounded-xl"> <div className="p-12 text-white"> <h1 className="text-4xl font-semibold">Charcoal, salt, patience.</h1> </div> </Magma>
Code
3 filescomponents/vibebox/magma/index.tsx
/**
* VibeBox Motion · Magma
* 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 { Magma, type MagmaProps, type MagmaColor, type MagmaValue } from "./magma.client";
export { PRESET_NAMES as MAGMA_PRESETS, presets as magmaPresets, type MagmaPreset } from "./magma.shader";components/vibebox/magma/magma.client.tsx
/**
* VibeBox Motion · Magma
* 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 { magmaPiece, presets, type MagmaPreset } from "./magma.shader";
export type MagmaColor = "rock" | "hot" | "core" | "glowM";
export type MagmaValue = "mode" | "scaleM" | "crack";
export type MagmaProps = {
/** What sits on the scene: a heading, a call to action, a whole section. */
children?: ReactNode;
/** A named look: `lava`, `forge`, `lamp`, `candy`. */
preset?: MagmaPreset;
/** Overrides single palette colours with any CSS colour. */
colors?: Partial<Record<MagmaColor, 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<MagmaValue, number>>;
const POSTER: PosterSpec = { type: "linear", from: "rock", to: "rock", angle: 180, blobs: [{ color: "hot", at: [30, 60], size: 48 }, { color: "core", at: [70, 40], size: 24 }] };
export function Magma({ children, preset, colors, speed, intensity, interactive = true, label, still, className, mode, scaleM, crack }: MagmaProps) {
return (
<BackdropCanvas
slug="magma"
piece={magmaPiece}
presets={presets}
fallback="lava"
preset={preset}
colors={colors}
values={{ mode, scaleM, crack }}
speed={speed}
intensity={intensity}
poster={POSTER}
scale={0.5}
stillTime={3}
still={still}
interactive={interactive}
label={label}
className={className}
>
{children}
</BackdropCanvas>
);
}components/vibebox/magma/magma.shader.ts
/**
* VibeBox Motion · Magma
* 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";
/*
* Molten rock and warm wax. In `crust` mode a cooling skin of plates splits along cracks that glow
* from within, the plates drifting on a slow flow. In `lamp` mode the same palette becomes large
* soft blobs that rise, merge and fall, like a lava lamp. The pointer warms the glass.
*/
const SCENE = /* glsl */ `
uniform vec3 uRock;
uniform vec3 uHot;
uniform vec3 uCore;
uniform vec3 uGlowM;
uniform float uMode;
uniform float uScaleM;
uniform float uCrack;
uniform float uSpeed;
uniform float uIntensity;
float T;
float blobs(vec2 p) {
float f = 0.0;
for (int i = 0; i < 8; i++) {
float fi = float(i);
vec2 c = vec2(0.82 * sin(T * (0.09 + 0.025 * fi) + fi * 2.1), 0.5 * sin(T * (0.14 + 0.02 * fi) + fi * 1.3 + 1.0));
float r = 0.115 + 0.07 * h1(i + 9);
f += r * r / (dot(p - c, p - c) + 0.0008);
}
return f;
}
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);
vec3 col;
if (uMode < 0.5) {
vec2 p = uv * uScaleM * 3.0;
// The plates drift on a slow flow.
p += 0.6 * vec2(fbm3(p * 0.5 + vec2(T * 0.03, 0.0)), fbm3(p * 0.5 + vec2(3.0, -T * 0.025)));
vec3 v = voronoi(p);
float gap = v.y - v.x;
float crack = smoothstep(0.05 + 0.2 * uCrack, 0.0, gap);
float heat = exp(-gap * (7.0 / max(uCrack, 0.2)));
// Each plate cools on its own: a little warmth in the middle of some.
float warm = h1(int(v.z * 977.0)) * 0.35 + 0.25 * fbm3(p * 0.7 + T * 0.04);
vec3 rock = lin(uRock) * (0.5 + 0.9 * warm);
col = rock;
col += lin(uHot) * (crack * 0.9 + heat * 0.6);
col += lin(uCore) * pow(crack, 3.0) * 1.2;
col += lin(uGlowM) * heat * 0.25;
// The pointer warms the plates beneath it.
float d = length(uv - pu);
col += lin(uHot) * uHover * exp(-d * d * 6.0) * 0.35;
} else {
// Warm wax: the blobs are one field, lit from its gradient so each reads as a soft solid.
vec2 p = uv * 1.1 * uScaleM;
float f = blobs(p);
float e = 0.006;
vec2 g = vec2(blobs(p + vec2(e, 0.0)) - blobs(p - vec2(e, 0.0)), blobs(p + vec2(0.0, e)) - blobs(p - vec2(0.0, e))) / (2.0 * e);
vec3 n = normalize(vec3(-g * 0.045, 1.0));
vec3 L = normalize(vec3(-0.5, 0.65, 0.6));
float body = smoothstep(0.96, 1.1, f);
float diff = clamp(dot(n, L), 0.0, 1.0);
float spec = pow(clamp(dot(reflect(-L, n), vec3(0.0, 0.0, 1.0)), 0.0, 1.0), 22.0);
float rim = pow(1.0 - n.z, 1.6);
float depth = smoothstep(1.0, 7.0, f) * 0.55;
vec3 wax = mix(lin(uHot), lin(uCore), depth) * (0.5 + 0.75 * diff);
wax += lin(uCore) * spec * 0.55 + lin(uGlowM) * rim * 0.5;
// The liquid around them is lit from the foot of the lamp, and warms near the blobs.
float foot = smoothstep(0.55, -0.6, uv.y);
vec3 bg = lin(uRock) * (0.9 + 1.7 * foot) + lin(uGlowM) * (0.08 + 0.3 * foot) * smoothstep(0.2, 1.0, f);
col = mix(bg, wax, body);
col += lin(uCore) * uHover * exp(-length(uv - pu) * 3.0) * 0.12;
}
col *= uIntensity;
col *= 1.0 - 0.3 * 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 = ["lava", "forge", "lamp", "candy"] as const;
export type MagmaPreset = (typeof PRESET_NAMES)[number];
export const presets: Record<MagmaPreset, ScenePreset> = {
lava: {
colors: { rock: "#1a0a08", hot: "#ff5a1a", core: "#ffd27a", glowM: "#ff3a0a" },
values: { mode: 0, scaleM: 1, crack: 1, speed: 0.8, intensity: 1.05 },
},
forge: {
colors: { rock: "#0c0c10", hot: "#ff8a2a", core: "#fff0c0", glowM: "#ff6a1a" },
values: { mode: 0, scaleM: 1.5, crack: 0.7, speed: 0.7, intensity: 1.1 },
},
lamp: {
colors: { rock: "#1a0a2a", hot: "#ff4f8a", core: "#ffd27a", glowM: "#b24bff" },
values: { mode: 1, scaleM: 1, crack: 1, speed: 0.9, intensity: 1.05 },
},
candy: {
colors: { rock: "#0b1a3a", hot: "#35d8ff", core: "#e8fbff", glowM: "#7a5cff" },
values: { mode: 1, scaleM: 1, crack: 1, speed: 0.8, intensity: 1.05 },
},
};
export const magmaPiece = createScenePiece("magma", fragment);Props
| Prop | Type | Default | Description |
|---|---|---|---|
| children | ReactNode | — | What sits on the scene: a heading, a call to action, a whole section. |
| preset | "lava" | "forge" | "lamp" | "candy" | "lava" | The look: lava, forge, lamp, candy. |
| colors | { rock?: string; hot?: string; core?: string; glowM?: string } | — | Overrides single palette colours with any CSS colour: rock (the cooled rock or the lamp's liquid), hot (the cracks or the blobs), core (the hottest core), glowM (the glow around the heat). |
| speed | number | 1 | Multiplies the preset's speed; 0 holds the scene still. |
| intensity | number | 1 | Multiplies the preset's brightness, 0.5 to 1.4. |
| mode | number | 0 | 0 for a cracked crust, 1 for a lava lamp (0 to 1; each look sets its own). |
| scaleM | number | 1 | How large the plates or blobs are (0.5 to 2.2; each look sets its own). |
| crack | number | 1 | How wide the glowing cracks are (0.3 to 1.8; each look sets its own). |
| interactive | boolean | true | The pointer warms the plates or the glass beneath it. |
| label | string | — | Accessible name; leave it out when the scene is only a background. |
| still | boolean | false | Hold one composed frame until false (a gallery card that plays on hover). |
| className | string | — | 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
labelit 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; nothing flows or rises.
Edge cases and limits
- Cracks are bright and thin: keep copy over the plates.
- Lamp looks are soft and large: copy anywhere reads well.
- High
crackfills the frame with light.
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