
Water Surface
Open water from above, mirroring the sky or your image, rippled by wind and rain.
This browser cannot run WebGL2, so this is a still image. The code below works wherever WebGL2 is available.
Code
The usage always matches the preview, layers and performance settings included. No build step or package.
Copy embed gives one block to paste into any page or site builder, no setup. For your own code: add surface.js, ittybitty-shader.js, runtime.js, pointer.js, texture.js next to this page. Highlighted values follow the controls.
<!-- Quickest: one element. Size it with CSS; it fills its box. -->
<script type="module" src="./ittybitty-shader.js"></script>
<ittybitty-shader effect="surface" style="width: 100%; height: 480px;"></ittybitty-shader>
<!-- Or with JavaScript, for full control: -->
<canvas id="surface" aria-hidden="true" style="width: 100%; height: 480px; display: block"></canvas>
<script type="module">
import { surface } from './surface.js';
const canvas = document.getElementById('surface');
const effect = surface(canvas, {
showWater: true,
showReflections: true,
showGlints: true,
speed: 0.5,
scale: 1,
waves: 0.6,
chop: 0.5,
wind: 30,
rain: 0,
reflection: 0.7,
sun: 0.6,
source: 'sky',
image: '',
interactive: true,
responsiveness: 0.5,
sky: '#5f9fd8',
clouds: '#f4f6f8',
water: '#0b3346',
// Performance
dpr: 2,
adaptive: true,
});
// Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>
Details
Wind waves and a finer chop, with optional rain rings, all with exact slopes. The surface mirrors a sky with drifting clouds, or your own image, and weighs that reflection against the water’s own colour as real water does: more mirror where ripples tilt, more depth where the water lies flat. Transparent, it becomes a film of reflections over anything.
- Payload
- 7.7 KB brotli for surface.js and ittybitty-shader.js and runtime.js and pointer.js and texture.js, measured at build time. See the method.
- Resolution
- Device pixel ratio capped at 2, so the ripples stay crisp. Adaptive resolution steps down on slow devices.
- Frame rate
- Display rate.
- When unseen
- Stops rendering when the canvas leaves the viewport or the tab is hidden, and resumes where it left off.
- Reduced motion
- Shows a single still frame. Controls still update it.
- Layers
- Up to five effects fuse into one shader and one draw call. Filters such as dithering and halftone process the layers beneath them.
- Browsers
- Any browser with WebGL2: Chrome and Edge 56+, Firefox 51+, Safari 15+.
- Licence
- MIT. Copy it, change it, ship it.