The image beneath breaks into glass-like shards that shift around the pointer.
Also known as: Shattershattered glassglass fracture
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, Shatter } from 'shaders/react'
export default function ShaderEffect() {
return (
<Shader style={{ width: '100%', height: 320 }} disableTelemetry>
<ImageTexture
objectFit="cover"
url="/samples/photo.jpg" />
<Shatter />
</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, Shatter } from 'shaders/vue'
</script>
<template>
<Shader style="width: 100%; height: 320px" :disable-telemetry="true">
<ImageTexture
object-fit="cover"
url="/samples/photo.jpg"/>
<Shatter/>
</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, Shatter } from 'shaders/svelte'
</script>
<Shader style="width: 100%; height: 320px" disableTelemetry>
<ImageTexture
objectFit="cover"
url="/samples/photo.jpg" />
<Shatter />
</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, Shatter } from 'shaders/solid'
export default function ShaderEffect() {
return (
<Shader style={{ width: '100%', height: '320px' }} disableTelemetry>
<ImageTexture
objectFit="cover"
url="/samples/photo.jpg" />
<Shatter />
</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/photo.jpg',
},
},
{
type: 'Shatter',
}
]
}, { disableTelemetry: true })
Props · Shatter
Changes apply to the demo above and to the code tabs. Descriptions come from the library registry (MIT).
Name
Value
Default
Range / options
Description
crackWidthCrack Width
1
0.5 – 5 (step 0.1)
Thickness of crack lines
intensityIntensity
4
0 – 20 (step 1)
How much shards shift
radiusRadius
0.4
0.1 – 1 (step 0.1)
Cursor influence radius
decayDecay
1
0.1 – 10 (step 0.1)
How fast shards return to rest
seedSeed
2
0 – 50 (step 1)
Random seed for pattern
chromaticSplitChromatic Split
1
0 – 5 (step 0.1)
RGB separation for prismatic glass effect
refractionStrengthRefraction
5
0 – 10 (step 0.1)
How much cracks bend/distort the underlying image
shardLightingShard Lighting
0.1
0 – 0.5 (step 0.1)
Subtle lighting on tilted shards for 3D depth
edgesEdges
mirror
stretch · transparent · mirror · wrap
How to handle edges when displacement pushes content out of bounds
Every component also takes blendMode · opacity · visible · maskSource/maskType · boundingBox · id
The image beneath breaks into glass-like facets that shift when the pointer passes. Picture a scored pane of glass whose shards move after a light touch.
`crackWidth` sets crack thickness (default 1, range 0.5–5), `intensity` sets how far shards move (default 4, range 0–20), and `radius` sets the pointer’s influence area (default 0.4, range 0.1–1). `decay` controls how quickly shards settle (default 1, range 0.1–10); `chromaticSplit` adds color separation along shard edges (default 1, range 0–5).
This effect needs an image or shape beneath it so the shards have content to show. A photo with clear contrast makes the cracks visible; avoid using text or buttons as input, since broken shapes can interfere with their meaning.
When to use
Use it for a pointer-responsive photo hero, a short scene transition, or a broken-glass decoration. Avoid it on buttons, logos, and copy people need to read.