Built a shader that turns hover on any image into a chromatic ripple instead of a flat crossfade, with the trigger, direction, and split amount all exposed as controls so it never looks locked to one look.
Built a shader background that actually blends your own colors through a live flow field instead of shipping one fixed palette, with ambient, cursor-reactive, and scroll-reactive modes built in.
Built a single grain/dither shader that swaps between four noise styles instead of locking you into one look, so you don't need four separate components for grain, static, halftone, and dither.
Built a liquid glass shader where the pointer actually works as a lens, every uniform is a control, so it reskins to any brand palette instead of locking you into one look.
Built a chromatic-glitch shader that works on any image or just two colors, with hover, scroll, cursor, and ambient trigger modes - no more picking one fixed glitch demo.
Built a dither/grain shader that's meant to be layered on any section instead of locked to one hero — four patterns, duotone color, and a transparent overlay mode so it actually reuses across a whole site.
Built one shader component that does five looks (dithering, halftone, pixelation, grain, liquid warp) with three trigger modes, so you're not stuck buying a separate component for every effect.
Built a halftone dot-screen shader for Framer that reads either an animated gradient or your own image and turns it into print-style dots, with full control over shape, density, angle, colors, and how much it drifts or reacts to your cursor.
Built a real WebGL shader that tears your image (or a live gradient, if you skip the image) into drifting RGB channels, triggerable by hover, scroll, click, or always-on.