Shape & Flow
Shape & Flow defines the underlying mathematical structure that drives your gradient's motion and form. Each algorithm runs entirely on the GPU as a GLSL fragment shader, with preview frame rate depending on device, canvas dimensions, and enabled effects.
Algorithms
Classic & Periodic
| Algorithm | Character |
|---|---|
| Sin/Cos (Classic) | Smooth, wave-based periodic gradients. The most predictable starting point. |
| Smooth Noise | Continuous noise creates soft organic patterns. |
| Fractal (FBM) | Layered noise adds detail at multiple scales. |
| Linear Stratified (Vertical) | Horizontal layered bands with subtle variation — clean, architectural. |
Organic & Chaotic
| Algorithm | Character |
|---|---|
| Domain Warp (Marble) | Iteratively warps UV coordinates to produce marble-like veining and folded structures. |
| Curl Noise (Vortex) | Derives motion from the curl of a noise field — smooth, divergence-free swirling vortices. |
| Polar Vortex (Cosmic) | Combines polar coordinates with noise for cosmic spiral structures. |
Topology & Geometry
| Algorithm | Character |
|---|---|
| Radial Topography (Rings) | Concentric rings radiating from the canvas center, reminiscent of contour maps. |
| Conic Sweep (Angular) | Angular color sweeps derived from polar angles — pie-chart-like sectors with smooth transitions. |
| Nested SDF Shape (Core Glow) | Uses signed-distance field math to render a geometric shape with a glowing core. |
Diffusion
| Algorithm | Character |
|---|---|
| 3D Liquid Depth | Procedural fluid with a sense of depth. |
| Diffusion Fluid (Image) | Upload a background image; the diffusion field warps and blends it into the gradient. |
| Diffusion Fluid (Procedural SDF) | Uses multi-point signed-distance fields as the diffusion source. |
Motion Controls
| Parameter | Effect |
|---|---|
| Speed | How fast the animation progresses. 0 freezes the frame. |
| Zoom | Spatial scale of the pattern — zoom in for detail, out for a broader view. |
| Liquid | Blends between the algorithm's structured output and a fluid noise layer. |
| Morph | Context-sensitive — adjusts wave distortion on wave algorithms, morphs geometry on SDF shapes. |
Camera Pan
Click and drag directly on the canvas to pan the view. Works on all algorithms.
INFO
Pan position is stored per-preset, so switching presets restores the last-used camera position for that preset.