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Shaders Cursor Ripples

Community
boraoztunc
shaders-cursor-ripples

Add cursor-following fluid WebGPU distortion over an existing image with the Shaders library's ImageTexture and CursorRipples components. Use when a hero, gallery, or media panel needs a water-ripple mouse effect; when replacing a drifting CSS spotlight or flashlight reveal; or when a prompt says to borrow only the shader interaction from a Shaders.com reference while preserving the current brand, image, copy, and layout.

Overview

Publisherboraoztunc
Repositoryskills
Skill nameshaders-cursor-ripples
Stars
422
Forks
63
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by boraoztunc on GitHub. Read the source before you install it.

Installation

Install the Shaders Cursor Ripples AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/boraoztunc/skills/tree/main/shaders-cursor-ripples
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/boraoztunc/skills.git /tmp/skills
mkdir -p .claude/skills
cp -r /tmp/skills/shaders-cursor-ripples .claude/skills/shaders-cursor-ripples
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Shaders Cursor Ripples in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Shaders Cursor Ripples on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Shaders Cursor Ripples is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Shaders Cursor Ripples

Core Contract

  1. Preserve the existing page, content, and semantic image.
  2. Install shaders and import from the active framework subpath.
  3. Render the source image through one Shader canvas.
  4. Place CursorRipples after ImageTexture so it post-processes that image.
  5. Keep toneMapping="aces" on the root.
  6. Let Shaders track the cursor. Remove custom spotlight coordinates, radial masks, duplicated reveal images, and pointer animation loops.
  7. Keep one real image beneath the canvas as the accessible loading and WebGPU fallback.
  8. Disable the shader for reduced motion and unsupported WebGPU.
  9. Lazy-load the shader code so the library does not inflate the initial page bundle.

When the user asks for only the shader effect, do not copy a reference's ribbon, blob, glow, typography, layout, copy, colors, or identity. Do not substitute the Shaders Water component: CursorRipples is the interactive image-displacement effect.

Inspect Before Editing

  • Find the real media wrapper, image URL, crop, overlays, z-index, and existing motion.
  • Confirm the wrapper has a non-zero rendered width and height.
  • Search for old reveal code such as data-reveal-hover, mask-image: radial-gradient, duplicated images, requestAnimationFrame, and manual pointer listeners.
  • Preserve unrelated parallax or entrance motion unless it conflicts with the shader canvas.
  • Check the installed shaders version and current framework API when the package may have changed.

Install

bash
npm install shaders

Import from shaders/react, shaders/vue, shaders/svelte, or shaders/solid. For Vite projects, never add shaders to optimizeDeps.exclude; its CommonJS dependencies need Vite pre-bundling. No optimizeDeps entry is normally required.

This is a paid, non-OSS dependency. The shaders package ships a proprietary "Shader Effects License Agreement" and npm reports license: None — rights are granted only subject to payment. It is not MIT/Apache and cannot be treated as a free transitive dependency. Clear licensing before any commercial release, and prefer webgl-laser or a hand-rolled shader when the project cannot take a paid dependency.

Required Composition

Keep the component order and values below:

tsx
<Shader toneMapping="aces">
  <ImageTexture url={imageUrl} objectFit="cover" />
  <CursorRipples decay={7.3} radius={0.6} />
</Shader>

Use this as the baseline before tuning intensity, chromaticSplit, or edges. Do not add SolidColor, Blob, Form3D, GaborNoise, Glow, or another generator unless the user explicitly requests the reference's generated artwork.

For React, copy and adapt assets/react/cursor-ripple-shader.tsx and assets/react/cursor-ripple-media.css.

Client and Fallback Pattern

Mount the shader only after the browser confirms WebGPU and motion is allowed:

tsx
const CursorRippleShader = lazy(() => import("./cursor-ripple-shader"));

const [shaderEnabled, setShaderEnabled] = useState(false);
const [shaderReady, setShaderReady] = useState(false);

useEffect(() => {
  const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)");

  const sync = () => {
    const enabled = "gpu" in navigator && !reduceMotion.matches;
    setShaderEnabled(enabled);
    if (!enabled) setShaderReady(false);
  };

  sync();
  reduceMotion.addEventListener("change", sync);
  return () => reduceMotion.removeEventListener("change", sync);
}, []);

Keep the semantic image in the wrapper, then overlay the lazy shader:

tsx
<figure className="cursor-ripple-media">
  <img
    className="cursor-ripple-media__fallback"
    src={imageUrl}
    alt={meaningfulAlt}
    width={width}
    height={height}
  />

  {shaderEnabled ? (
    <Suspense fallback={null}>
      <CursorRippleShader
        imageUrl={imageUrl}
        ready={shaderReady}
        onReady={() => setShaderReady(true)}
      />
    </Suspense>
  ) : null}
</figure>

For Next.js, an ssr: false dynamic import is also valid. Do not hide the fallback until the shader calls onReady; a failed WebGPU initialization must leave the page legible and complete.

Layering Rules

  • Give the media wrapper position: relative, a definite size, overflow: hidden, and isolation: isolate.
  • Keep the fallback at z-index 0 and the canvas at z-index 1.
  • Fill the wrapper with position: absolute; inset: 0; width: 100%; height: 100%.
  • Set the shader layer to pointer-events: none; Shaders listens globally and converts pointer coordinates using the canvas bounds.
  • Mark the shader wrapper aria-hidden="true"; the fallback image owns the accessible name.
  • Place copy, links, and controls above the canvas so the effect never intercepts interaction.
  • Preserve the same crop between the fallback and ImageTexture. Use objectFit="cover" for full-bleed media.

Remove the Failed Spotlight Pattern

Delete the old implementation rather than leaving it hidden:

  • second reveal image;
  • radial mask-image and custom reveal variables;
  • smoke or blur overlays tied to pointer position;
  • component-local requestAnimationFrame pointer easing;
  • pointerenter, pointermove, pointerleave, and resize bookkeeping created only for the flashlight;
  • coarse-pointer rules that reference the retired reveal layers.

Keeping both systems causes coordinate drift, extra GPU work, and confusing fallbacks.

Performance and Motion

  • Lazy-load the shader module behind the WebGPU check.
  • Keep exactly one shader canvas for the media panel.
  • Use the library's onReady callback for a short opacity handoff.
  • Use disableTelemetry when telemetry is not required.
  • Do not animate the canvas size; animate a stable parent if parallax is needed.
  • Disable or unmount the shader under prefers-reduced-motion: reduce.
  • Keep touch layouts usable with the static image; never put essential information inside the effect.

Verification

Run the project's lint, production build, rendered tests, and git diff --check. Then verify in a real browser:

  1. Confirm exactly one canvas[data-renderer="shaders"] exists.
  2. Confirm the shader reaches its ready class and the fallback image remains present.
  3. Sweep the pointer across several points in the media. The distortion must follow that path without a detached circle.
  4. Confirm links and controls remain clickable.
  5. Confirm no console errors or warnings occur.
  6. Confirm the static image remains when WebGPU is unavailable or reduced motion is enabled.
  7. Confirm the old data-reveal-hover or radial-mask layer is absent.
  8. Check mobile and desktop crops after the canvas initializes.

Failure Diagnosis

  • Canvas exists but is blank: verify the wrapper has non-zero dimensions and the image URL is same-origin or CORS-readable.
  • Image renders but does not ripple: keep CursorRipples after ImageTexture; it requires a child/input surface.
  • Ripple is offset: remove manual pointer transforms and check whether a transformed ancestor changes the canvas bounds.
  • Page crashes during SSR: move the shader into a client-only, lazy-loaded component.
  • Image flashes on load: retain the fallback and fade the shader in only from onReady.
  • Initial bundle becomes large: confirm the Shaders import lives only inside the lazy module.
  • Effect blocks buttons: keep the canvas pointer-transparent and controls in a higher stacking layer.

Handoff

Report the affected media, Shaders package version, fallback behavior, reduced-motion behavior, build/test results, and live interaction verification. Distinguish a locally ready effect from a published deployment.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Shaders Cursor Ripples AI skill do?

Add cursor-following fluid WebGPU distortion over an existing image with the Shaders library's ImageTexture and CursorRipples components. Use when a hero, gallery, or media panel needs a water-ripple mouse effect; when replacing a drifting CSS spotlight or flashlight reveal; or when a prompt says to borrow only the shader interaction from a Shaders.com reference while preserving the current brand, image, copy, and layout.

Why use Shaders Cursor Ripples on TypingMind?

Because you install it once and use it with any model. Shaders Cursor Ripples is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Shaders Cursor Ripples in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/boraoztunc/skills/tree/main/shaders-cursor-ripples. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Shaders Cursor Ripples?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Shaders Cursor Ripples?

As many as you like. As long as a model supports skills, you can use Shaders Cursor Ripples with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Shaders Cursor Ripples AI skill free?

Yes. It is published on GitHub by boraoztunc under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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