
Paper
A real sheet of paper: folded, crumpled, aged, with the print bending along with it.
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 paper.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="paper" style="width: 100%; aspect-ratio: 16 / 10;"></ittybitty-shader>
<!-- Or with JavaScript, for full control: -->
<canvas id="paper" aria-hidden="true" style="width: 100%; aspect-ratio: 16 / 10; display: block"></canvas>
<script type="module">
import { paper } from './paper.js';
const canvas = document.getElementById('paper');
const effect = paper(canvas, {
showSheet: true,
showFibres: true,
showFolds: true,
showCrumple: true,
showAge: false,
image: '/examples/still-life.webp',
stock: 'cold',
texture: 0.5,
scale: 1,
folds: 0.5,
layout: 'letter',
crumple: 0.3,
creases: 2.5,
age: 0.5,
distortion: 0.6,
light: 135,
seed: 1,
interactive: true,
responsiveness: 0.5,
colour: '#f7f4ee',
shadow: '#b9b3a8',
// Performance
dpr: 2,
adaptive: true,
});
// Later: effect.set(…), effect.pause(), effect.resume(), effect.destroy()
</script>
Details
Built as a surface, not laid over the top as a filter. One height field holds the tooth of the stock, folds alternating valley and mountain, and a crumple of flat facets from a few broad ones to fine wrinkles. From it come the light, shading in the paper’s own shadow colour; the print, bending and kinking at every crease; and the sheet itself, cut to its picture and lying on the page with deckled edges and a soft shadow. Five stocks from hot-pressed to kraft, fibres, and age with foxing and a cup ring. Static: one draw per change, or while the pointer moves the light.
- Payload
- 10.8 KB brotli for paper.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.
- Frame rate
- None at rest; redraws while the pointer moves the light.
- When unseen
- Stops rendering when the canvas leaves the viewport or the tab is hidden, and resumes where it left off.
- Reduced motion
- Nothing to change: it only redraws when a setting changes or the pointer moves the light.
- 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.