Mesh gradient shader preview: Four colours folding into one another, finished with fine grain.
ittybitty

Mesh gradient

Four colours folding into one another, finished with fine grain.

Code

The usage always matches the preview, layers and performance settings included. No build step or package.

Use as
Code view

Copy embed gives one block to paste into any page or site builder, no setup. For your own code: add mesh.js, ittybitty-shader.js, runtime.js, container.js, pointer.js, shape.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="mesh" style="width: 100%; height: 480px;"></ittybitty-shader>

<!-- Or with JavaScript, for full control: -->
<canvas id="mesh" aria-hidden="true" style="width: 100%; height: 480px; display: block"></canvas>

<script type="module">
  import { mesh } from './mesh.js';

  const canvas = document.getElementById('mesh');
  const effect = mesh(canvas, {
    speed: 0.35,
    warp: 0.8,
    scale: 1,
    blend: 0.55,
    grain: 0.12,
    style: 'smooth',
    interactive: true,
    responsiveness: 0.5,
    colorA: '#ff9a62',
    colorB: '#f25f9a',
    colorC: '#5a4bff',
    colorD: '#12134a',
    container: 'off',
    outline: 'itty',
    edgeLight: 0.6,
    rim: 0.6,
    gloss: 0.5,
    innerShadow: 0.5,
    // Performance
    dpr: 1.5,
    adaptive: true,
  });

  // Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>

Details

Four colours anchored near the corners drift and fold together through a slow, silky warp. They blend in OKLab, so the colours between them stay vivid rather than muddy, and a static grain gives it a printed, tactile finish.

Payload
8.5 KB brotli for mesh.js and ittybitty-shader.js and runtime.js and container.js and pointer.js and shape.js and texture.js, measured at build time. See the method.
Resolution
Device pixel ratio capped at 1.5, so the grain stays fine.
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.