Contour Field Shader turns noise or any photo into living topographic lines that bend around your cursor, with every color, density and motion setting exposed.
Artem Kireev
Product designer from Seattle, WA.
Contour Field Shader turns noise or any photo into living topographic lines that bend around your cursor, with every color, density and motion setting exposed.
Built a shader that ripples any image with a propagating RGB-split, cursor, scroll, click, or fully ambient, your call on the trigger.
Built a liquid, iridescent shader background for Framer that reacts to your cursor or scroll instead of just looping on a timer, with every color and the band/grain look exposed as controls.
Built a real-time GLSL dither/halftone shader for Framer with five pattern modes, duotone or tritone palettes, and hover/scroll-reactive motion, so it works as a hero background, a brand panel, or a grain overlay instead of one fixed look.
Built a kaleidoscope shader that mirrors your own colors, noise, or image instead of a fixed pattern, with cursor, scroll, and click-reactive modes.
Built a shader that turns hover on any image into a chromatic ripple instead of a flat crossfade, with the trigger, direction, and split amount all exposed as controls so it never looks locked to one look.
Built a shader lens that ripples, splits color, and grains any image you drop into it, or just runs on a gradient if you don't have one handy.
Built a shader background that actually blends your own colors through a live flow field instead of shipping one fixed palette, with ambient, cursor-reactive, and scroll-reactive modes built in.
Built a single grain/dither shader that swaps between four noise styles instead of locking you into one look, so you don't need four separate components for grain, static, halftone, and dither.
Built a liquid glass shader where the pointer actually works as a lens, every uniform is a control, so it reskins to any brand palette instead of locking you into one look.
Level up your site with Dither+ shader.
Prism Glitch Shader is out!
Built a chromatic-glitch shader that works on any image or just two colors, with hover, scroll, cursor, and ambient trigger modes - no more picking one fixed glitch demo.
Built a dither/grain shader that's meant to be layered on any section instead of locked to one hero — four patterns, duotone color, and a transparent overlay mode so it actually reuses across a whole site.
Built one shader component that does five looks (dithering, halftone, pixelation, grain, liquid warp) with three trigger modes, so you're not stuck buying a separate component for every effect.
Built a halftone dot-screen shader for Framer that reads either an animated gradient or your own image and turns it into print-style dots, with full control over shape, density, angle, colors, and how much it drifts or reacts to your cursor.
Built a real WebGL shader that tears your image (or a live gradient, if you skip the image) into drifting RGB channels, triggerable by hover, scroll, click, or always-on.
Contour Field Shader turns noise or any photo into living topographic lines that bend around your cursor, with every color, density and motion setting exposed.
Built a shader that ripples any image with a propagating RGB-split, cursor, scroll, click, or fully ambient, your call on the trigger.
Built a liquid, iridescent shader background for Framer that reacts to your cursor or scroll instead of just looping on a timer, with every color and the band/grain look exposed as controls.
Built a real-time GLSL dither/halftone shader for Framer with five pattern modes, duotone or tritone palettes, and hover/scroll-reactive motion, so it works as a hero background, a brand panel, or a grain overlay instead of one fixed look.
Built a kaleidoscope shader that mirrors your own colors, noise, or image instead of a fixed pattern, with cursor, scroll, and click-reactive modes.
Built a shader that turns hover on any image into a chromatic ripple instead of a flat crossfade, with the trigger, direction, and split amount all exposed as controls so it never looks locked to one look.
Built a shader lens that ripples, splits color, and grains any image you drop into it, or just runs on a gradient if you don't have one handy.
Built a shader background that actually blends your own colors through a live flow field instead of shipping one fixed palette, with ambient, cursor-reactive, and scroll-reactive modes built in.
Built a single grain/dither shader that swaps between four noise styles instead of locking you into one look, so you don't need four separate components for grain, static, halftone, and dither.
Built a liquid glass shader where the pointer actually works as a lens, every uniform is a control, so it reskins to any brand palette instead of locking you into one look.
Level up your site with Dither+ shader.
Prism Glitch Shader is out!
Built a chromatic-glitch shader that works on any image or just two colors, with hover, scroll, cursor, and ambient trigger modes - no more picking one fixed glitch demo.
Built a dither/grain shader that's meant to be layered on any section instead of locked to one hero — four patterns, duotone color, and a transparent overlay mode so it actually reuses across a whole site.
Built one shader component that does five looks (dithering, halftone, pixelation, grain, liquid warp) with three trigger modes, so you're not stuck buying a separate component for every effect.
Built a halftone dot-screen shader for Framer that reads either an animated gradient or your own image and turns it into print-style dots, with full control over shape, density, angle, colors, and how much it drifts or reacts to your cursor.
Built a real WebGL shader that tears your image (or a live gradient, if you skip the image) into drifting RGB channels, triggerable by hover, scroll, click, or always-on.
Contour Field Shader turns noise or any photo into living topographic lines that bend around your cursor, with every color, density and motion setting exposed.
Built a shader that ripples any image with a propagating RGB-split, cursor, scroll, click, or fully ambient, your call on the trigger.
Built a liquid, iridescent shader background for Framer that reacts to your cursor or scroll instead of just looping on a timer, with every color and the band/grain look exposed as controls.
Built a real-time GLSL dither/halftone shader for Framer with five pattern modes, duotone or tritone palettes, and hover/scroll-reactive motion, so it works as a hero background, a brand panel, or a grain overlay instead of one fixed look.
Built a kaleidoscope shader that mirrors your own colors, noise, or image instead of a fixed pattern, with cursor, scroll, and click-reactive modes.
Built a shader that turns hover on any image into a chromatic ripple instead of a flat crossfade, with the trigger, direction, and split amount all exposed as controls so it never looks locked to one look.
Built a shader lens that ripples, splits color, and grains any image you drop into it, or just runs on a gradient if you don't have one handy.
Built a shader background that actually blends your own colors through a live flow field instead of shipping one fixed palette, with ambient, cursor-reactive, and scroll-reactive modes built in.
Built a single grain/dither shader that swaps between four noise styles instead of locking you into one look, so you don't need four separate components for grain, static, halftone, and dither.
Built a liquid glass shader where the pointer actually works as a lens, every uniform is a control, so it reskins to any brand palette instead of locking you into one look.
Level up your site with Dither+ shader.
Prism Glitch Shader is out!
Built a chromatic-glitch shader that works on any image or just two colors, with hover, scroll, cursor, and ambient trigger modes - no more picking one fixed glitch demo.
Built a dither/grain shader that's meant to be layered on any section instead of locked to one hero — four patterns, duotone color, and a transparent overlay mode so it actually reuses across a whole site.
Built one shader component that does five looks (dithering, halftone, pixelation, grain, liquid warp) with three trigger modes, so you're not stuck buying a separate component for every effect.
Built a halftone dot-screen shader for Framer that reads either an animated gradient or your own image and turns it into print-style dots, with full control over shape, density, angle, colors, and how much it drifts or reacts to your cursor.
Built a real WebGL shader that tears your image (or a live gradient, if you skip the image) into drifting RGB channels, triggerable by hover, scroll, click, or always-on.

















