Pixels fly along the pointer’s path according to brightness or color, then settle back.
Also known as: PixelThrowpixel displacementpixel scatter
Moves in browsers that support WebGPU
This device could not render the demo — showing a still
Code reflects the control values
React
// Renders only in browsers with WebGPU.
// /samples/… are this site’s sample files — point them at your own image or video.
import { Shader, ImageTexture, PixelThrow } from 'shaders/react'
export default function ShaderEffect() {
return (
<Shader style={{ width: '100%', height: 320 }} disableTelemetry>
<ImageTexture
objectFit="cover"
url="/samples/still.jpg" />
<PixelThrow />
</Shader>
)
}
Vue
<!-- Renders only in browsers with WebGPU. -->
<!-- /samples/… are this site’s sample files — point them at your own image or video. -->
<script setup lang="ts">
import { Shader, ImageTexture, PixelThrow } from 'shaders/vue'
</script>
<template>
<Shader style="width: 100%; height: 320px" :disable-telemetry="true">
<ImageTexture
object-fit="cover"
url="/samples/still.jpg"/>
<PixelThrow/>
</Shader>
</template>
Svelte
<!-- Renders only in browsers with WebGPU. -->
<!-- /samples/… are this site’s sample files — point them at your own image or video. -->
<script>
import { Shader, ImageTexture, PixelThrow } from 'shaders/svelte'
</script>
<Shader style="width: 100%; height: 320px" disableTelemetry>
<ImageTexture
objectFit="cover"
url="/samples/still.jpg" />
<PixelThrow />
</Shader>
Solid
// Renders only in browsers with WebGPU.
// /samples/… are this site’s sample files — point them at your own image or video.
import { Shader, ImageTexture, PixelThrow } from 'shaders/solid'
export default function ShaderEffect() {
return (
<Shader style={{ width: '100%', height: '320px' }} disableTelemetry>
<ImageTexture
objectFit="cover"
url="/samples/still.jpg" />
<PixelThrow />
</Shader>
)
}
JavaScript
// Renders only in browsers with WebGPU.
// /samples/… are this site’s sample files — point them at your own image or video.
// expects <canvas id="canvas" style="width:100%;height:320px"></canvas> on the page
import { createShader } from 'shaders/js'
const shader = await createShader(document.getElementById("canvas"), {
components: [
{
type: 'ImageTexture',
props: {
objectFit: 'cover',
url: '/samples/still.jpg',
},
},
{
type: 'PixelThrow',
}
]
}, { disableTelemetry: true })
Props · PixelThrow
Changes apply to the demo above and to the code tabs. Descriptions come from the library registry (MIT).
Name
Value
Default
Range / options
Description
throwKeyThrow By
luminance
luminance · darkness · red · green · blue
Which pixel value decides how far a pixel is thrown
strengthStrength
0.25
0 – 1 (step 0.01)
Maximum distance pixels can be thrown
keyInfluenceKey Influence
0.8
0 – 1 (step 0.01)
How much the chosen value modulates throw distance (0 = all pixels thrown equally, 1 = only high-value pixels move)
radiusRadius
0.2
0.02 – 0.6 (step 0.01)
Size of the cursor's throw brush
frictionFriction
0.3
0 – 1 (step 0.01)
How quickly thrown pixels settle back to their origin (0 = float almost forever, 1 = snap back fast)
momentumMomentum
0.5
0 – 1 (step 0.01)
How much the thrown flow keeps drifting and swirling after the cursor passes (fluidity)
edgesEdges
stretch
stretch · transparent · mirror · wrap
How to handle pixels thrown beyond the canvas edges
Every component also takes blendMode · opacity · visible · maskSource/maskType · boundingBox · id
Pixels move away along the pointer’s path, travel different distances by brightness or color, and then return. Like sweeping a hand across water, image fragments follow the motion.
`throwKey` chooses the value that drives distance (default `luminance`), `strength` sets maximum displacement (default 0.25, range 0–1), and `radius` sets brush size (default 0.2, range 0.02–0.6). `friction` controls how quickly pixels return (default 0.3, range 0–1); `momentum` controls how much flow continues after the pointer passes (default 0.5, range 0–1).
This effect needs an image whose pixels can move. A photo with light and dark areas makes scattering visible; small text and thin lines may become hard to recognize.
When to use
Use it for pointer-responsive scattering on a photo, a short interactive transition, or a textured hero image. Avoid it when copy or thin lines must remain readable.