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@dilukangelo/particlemorph

v0.2.0

Published

GPU particles that form text, logos, and images — assemble, scatter, flee the cursor. Zero deps, WebGL2.

Readme

particlemorph

Live demo → · npm

| particle text | logo morph | |---|---|

Tens of thousands of GPU particles that assemble into words, logos, and images — scatter on command, flee the cursor, morph between targets. Zero dependencies, WebGL2, TypeScript, no three.js.

npm install @dilukangelo/particlemorph
import { createMorph, textTarget, imageTarget } from '@dilukangelo/particlemorph'

const morph = createMorph(canvas, {
  count: 20000,
  targets: [textTarget('HELLO'), imageTarget('/logo.png')],
  color: '#8ecff5',
})

morph.morphTo(1)   // reassemble into the logo — image targets carry their own colors
morph.scatter()    // burst apart

API

createMorph(canvas, {
  count: 20000,            // particle count (30k+ fine on integrated GPUs)
  targets: [...],          // textTarget(str, {font, weight, span}) | imageTarget(src, {span, colors})
  color: '#8ecff5',        // global tint (image targets override per-particle)
  blend: 'additive',       // glow on dark backgrounds; 'normal' for light pages
  pointer: true,           // cursor repulsion
})

morph.morphTo(indexOrTarget)  // async — image URLs load on demand
morph.scatter(strength?)      // burst + free-float until next morphTo
morph.setColor('#f0f')
morph.params.attraction = 20  // live-tunable: attraction, damping, drift, size,
                              // pointerStrength, pointerRadius, trails
morph.params.trails = 0.85    // motion streaks (0 = off)
morph.pause(); morph.resume(); morph.destroy()

How it works: particle positions+velocities live in a ping-pong RGBA32F texture; one fragment pass integrates spring-to-target + drift + cursor repulsion; the vertex shader fetches its texel by gl_VertexID and draws round sprites. No attributes, no libraries.

Free behavior: DPR/resize handling, tab-visibility and off-viewport pause, prefers-reduced-motion respected, SSR-safe imports, destroy() releases everything.

Framework adapters & CDN

import { MorphCanvas } from '@dilukangelo/particlemorph/react'  // React
import { MorphCanvas } from '@dilukangelo/particlemorph/vue'    // Vue 3 (:options + @ready)
import { morph } from '@dilukangelo/particlemorph/svelte'       // Svelte: <canvas use:morph={{...}} />
<script src="https://unpkg.com/@dilukangelo/particlemorph/dist/particlemorph.iife.js"></script>
<script> particlemorph.createMorph(canvas, { targets: [particlemorph.textTarget('HI')] }) </script>

Resizes rebuild the current target automatically, so text stays undistorted.

Requires WebGL2 + EXT_color_buffer_float.

MIT · by Diluk Angelo · siblings: fluidkit, meshglow