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Antalik"},"license":"MIT","homepage":"https://metal.jakubantalik.com","keywords":["react","webgl","metal","shader","animation","button","effect","glow"],"repository":{"url":"git+https://github.com/Jakubantalik/metal-fx.git","type":"git"},"description":"Liquid metal shader effects for React: rings, buttons, metal text and badges, with glow, proximity reflections and cursor light (v2 — Paper Shaders liquidMetal engine)","maintainers":[{"name":"jakubkubo","email":"jakubja@gmail.com"}],"readme":"# metal-fx\n\nAnimated WebGL \"liquid metal\" effect for React. Wrap a button, chip, or icon and it gets a real-time metal ring with optional proximity reflection on neighbouring elements.\n\n[Live demo](https://metal.jakubantalik.com) · [Repository](https://github.com/Jakubantalik/metal-fx) · [Report an issue](https://github.com/Jakubantalik/metal-fx/issues)\n\n## v2\n\nv2 replaces the plasma shader with [Paper Shaders'](https://github.com/paper-design/shaders) `liquidMetal` (Apache-2.0, see `NOTICE`) and adds:\n\n- `MetalText` — metal inside the glyphs of any text, with an inner-shadow rim.\n- `MetalBadge` — the \"New\" pill: white fill, metal rim, clean core under the label.\n- `useMetalBend(ref)` — cursor-driven liquid dent of the ring (spring physics, vector outline).\n- `useMetalTextReflection(ref)` — a neighbouring text catches the metal on its letterforms.\n- `innerShadow` prop — light rim along the ring's top inside edge.\n- Cursor light — the ring lights the pointer (`setCursorSprite`, `setCursorLightConfig`); opt-in, macOS sprite required.\n- Baked-sprite glow: ~10× cheaper than v1's SVG filters, same look.\n- Live-tunable `GLOW`, `REFLECTION_OCCLUDER` and `CURSOR_LIGHT` configs.\n\nRequires WebGL2 (`isMetalFxSupported()`); unsupported browsers render the plain child. Presets, variants and the `MetalFx` props from v1 are unchanged. To stay on the old engine: `npm install metal-fx@1`.\n\n## Install\n\n```bash\nnpm install metal-fx\n```\n\n## Quick start\n\n```tsx\nimport { MetalFx } from 'metal-fx';\n\nfunction App() {\n  return (\n    <MetalFx variant=\"button\">\n      <button className=\"upgrade-pill\">Upgrade to Pro</button>\n    </MetalFx>\n  );\n}\n```\n\nThe component wraps a single child host element, measures it, and paints an animated metal ring on top. The child stays fully interactive — overlays sit above it with `pointer-events: none`.\n\n## Variants\n\n```tsx\n<MetalFx variant=\"button\">  {/* Pill silhouette, 1 px ring, scale 1.6 */}\n  <button>Upgrade to Pro</button>\n</MetalFx>\n\n<MetalFx variant=\"circle\">  {/* Compact circle, 2 px ring, scale 1.3 */}\n  <button>↑</button>\n</MetalFx>\n```\n\n## Presets\n\nThree bundled palettes, each with a tuned dark and light mode block:\n\n```tsx\n<MetalFx preset=\"chromatic\" />  {/* Iridescent rainbow (default) */}\n<MetalFx preset=\"silver\" />     {/* Cool steel */}\n<MetalFx preset=\"gold\" />       {/* Warm gold */}\n```\n\n## Theme\n\n```tsx\n<MetalFx theme=\"auto\" />    {/* Follows prefers-color-scheme (default) */}\n<MetalFx theme=\"dark\" />    {/* Pin to dark backgrounds */}\n<MetalFx theme=\"light\" />   {/* Pin to light backgrounds */}\n```\n\n`auto` reads the OS / browser theme on mount and subscribes to live changes via `matchMedia('(prefers-color-scheme: dark)')`, so the metal frame switches over instantly when the user toggles their system theme. SSR-safe — the initial render falls back to `dark` and rehydrates to the resolved theme on the client.\n\nIf your app has its own theme toggle that doesn't follow the OS, drive `theme` from your app state instead:\n\n```tsx\nconst appTheme = useAppTheme(); // 'dark' | 'light'\n<MetalFx theme={appTheme}>...</MetalFx>\n```\n\n## Strength\n\n```tsx\n<MetalFx strength={0.7}>  {/* 70% effect intensity */}\n  <button>Upgrade to Pro</button>\n</MetalFx>\n```\n\n`strength` runs from `0` (invisible) to `1` (full, default). It scales the canvas and glow opacity without changing the underlying shader animation.\n\n## Paused\n\n```tsx\n<MetalFx paused>\n  <button>Upgrade to Pro</button>\n</MetalFx>\n```\n\nFreezes the shader on its current frame. The metal silhouette stays visible.\n\n## Proximity reflection (dark mode only)\n\nPass refs to neighbouring elements and they receive a soft, mirrored reflection of the metal ring:\n\n```tsx\nconst sendRef = useRef<HTMLButtonElement>(null);\nconst chipRef = useRef<HTMLButtonElement>(null);\n\n<>\n  <button ref={chipRef}>Tools</button>\n  <MetalFx variant=\"circle\" reflectionTargets={[chipRef]}>\n    <button ref={sendRef} aria-label=\"Send\">↑</button>\n  </MetalFx>\n</>\n```\n\nReflections are skipped automatically when the resolved theme is `light` — no DOM scanning, no per-frame work in light mode.\n\n## Performance\n\n- One shared WebGL context is reused across every mounted `<MetalFx>` on the page. The shader is compiled once.\n- A single `requestAnimationFrame` loop drives every instance. Per-frame work for one mount: a `gl.drawArrays` plus N×`drawImage` copies (one per visible instance).\n- `IntersectionObserver` pauses per-instance copies when the host scrolls offscreen. When every instance is offscreen the GL render is skipped too.\n- `ResizeObserver` callbacks are debounced through RAF.\n- The GL context, program, and buffer are released when the last `<MetalFx>` unmounts.\n\n## Server-side rendering\n\nThe component renders a transparent placeholder during SSR and only mounts the WebGL pipeline after hydration on the client. No flash of broken effect, no SSR errors.\n\n## Sizing\n\n`MetalFx` does not force any dimensions onto the wrapped child — the wrapper sizes itself to whatever the child renders. Style your child the way you normally would (intrinsic content, CSS class, or inline style):\n\n```tsx\n// Pattern 1 (recommended): size the child.\n<MetalFx variant=\"circle\">\n  <button style={{ width: 36, height: 36 }} aria-label=\"Send\">↑</button>\n</MetalFx>\n\n<MetalFx>\n  <button className=\"rounded-full px-6 h-10\">Upgrade to Pro</button>\n</MetalFx>\n```\n\nIf you want a metal frame larger than the child (e.g. padding around an icon), size the wrapper instead and explicitly stretch the child to fill:\n\n```tsx\n// Pattern 2: size the wrapper, child fills.\n<MetalFx style={{ width: 36, height: 36 }} variant=\"circle\">\n  <button style={{ width: '100%', height: '100%' }} aria-label=\"Send\">↑</button>\n</MetalFx>\n```\n\nBoth patterns work; pick whichever fits your layout. The wrapper is `display: inline-flex` so it lays out inline like a button.\n\n## Custom border radius\n\nBy default `MetalFx` reads the computed `border-radius` of the wrapped child each resize. Pass an explicit override when needed:\n\n```tsx\n<MetalFx borderRadius={20}>\n  <button>Upgrade to Pro</button>\n</MetalFx>\n```\n\n## License\n\nMIT &copy; [Jakub Antalik](https://github.com/Jakubantalik). See [LICENSE](./LICENSE).\n\n## Native ports (v2)\n\nThe v2 effect is also available for the phone, in `ports/`:\n\n- **SwiftUI** — `ports/ios/MetalFxKit` (iOS 17+, Metal shader via SwiftUI\n  `colorEffect` / `layerEffect`). `MetalFx`, `MetalText`, `MetalBadge`,\n  `.metalReflection(of:)`, tilt-driven bend, glow, inner shadow, and a\n  screen-edge liquid lens (`.metalEdgeHalo()`). Demo app in\n  `ports/ios/MetalFxDemo` (`./run.sh`).\n- **React Native** — `ports/react-native/metal-fx-native` (react-native-skia +\n  Reanimated 4, everything on the UI thread). Same components; `<MetalReflection>`,\n  `<MetalReflectionText>`, `<MetalEdgeHalo>`. Expo example in\n  `ports/react-native/example`.\n\nBoth ports render the same material (Paper's `liquidMetal`, ported to MSL and\nSkSL) with the same presets and tuning as the web; there is no cursor on a\nphone, so the cursor light is web-only and the phone's tilt plays the pointer.\n","readmeFilename":"README.md"}