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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 ​

AlgorithmCharacter
Sin/Cos (Classic)Smooth, wave-based periodic gradients. The most predictable starting point.
Smooth NoiseContinuous 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 ​

AlgorithmCharacter
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 ​

AlgorithmCharacter
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 ​

AlgorithmCharacter
3D Liquid DepthProcedural 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 ​

ParameterEffect
SpeedHow fast the animation progresses. 0 freezes the frame.
ZoomSpatial scale of the pattern — zoom in for detail, out for a broader view.
LiquidBlends between the algorithm's structured output and a fluid noise layer.
MorphContext-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.