Borrowed shadow
A vermilion interlocked cutout hovers over ivory paper; its projected shadow follows the geometry and softens with distance.

Drag the suspended cutout. Arrow keys move it; Home returns it to its starting position.
Subframe Original · MIT
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Component source
Standalone React component. Styles are included.
React only. No additional packages.
Render the default export inside a container with a defined height. Its optional active prop stops movement when false. This example works with React 19; Next.js projects can use it as a client component.
View source code
"use client"
/**
* MIT License
* Copyright (c) 2026 Subframe
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to do
* so, subject to the following conditions: The above copyright notice and this
* permission notice shall be included in all copies or substantial portions of
* the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
* EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
* OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
import { useEffect, useRef, useState } from "react"
export const DEFAULT_CONFIG = { lightSize: 0.18, blockerHeight: 0.3, lightAzimuth: -35 }
const FRAGMENT = `
precision highp float;
uniform vec2 u_resolution;
uniform float u_size,u_height,u_angle,u_x,u_y;
float shape(vec2 p) {
float upper=max(length(p-vec2(-.12,.27))-.55,-(length(p-vec2(.13,.40))-.46));
float lower=max(length(p-vec2(.12,-.27))-.55,-(length(p-vec2(-.13,-.40))-.46));
return min(upper,lower);
}
float grain(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}
void main(){
vec2 p=(gl_FragCoord.xy-.5*u_resolution)/u_resolution.y*2.8;
vec2 center=vec2(u_x,u_y);
float aa=2.8/u_resolution.y;
vec2 lamp=vec2(sin(radians(u_angle))*2.3,1.9);
float shadow=0.;
for(int i=0;i<40;i++){
float f=(float(i)+.5)/40.,a=float(i)*2.399963;
vec2 source=lamp+u_size*2.1*vec2(cos(a),sin(a))*sqrt(f);
vec2 hit=p+(source-p)*(u_height/2.7);
shadow+=1.-smoothstep(-aa,aa,shape(hit-center));
}
shadow/=40.;
vec3 paper=vec3(.86,.845,.80);
float spot=exp(-dot(p-vec2(-.7,.9),p-vec2(-.7,.9))*.16);
vec3 color=paper*(.82+.18*spot)*(1.-shadow*.66);
vec2 q=p-center;
float side=1.-smoothstep(-aa,aa,shape(q-vec2(.014,-.018)));
color=mix(color,vec3(.16,.025,.009),side);
float d=shape(q),object=1.-smoothstep(-aa,aa,d);
float e=.0008;
vec2 gradient=normalize(vec2(shape(q+vec2(e,0))-shape(q-vec2(e,0)),shape(q+vec2(0,e))-shape(q-vec2(0,e))));
float bevel=exp(-abs(d)*180.);
float rim=dot(gradient,normalize(lamp));
vec3 enamel=vec3(.62,.041,.012)*(.88+.12*q.y)+bevel*max(rim,0.)*vec3(.30,.13,.06)-bevel*max(-rim,0.)*.06;
float broad=exp(-pow((q.x*.3+q.y-.39)*3.,2.));
enamel+=vec3(.08,.025,.012)*broad;
color=mix(color,enamel,object);
float wire=1.-smoothstep(.001,.0025,abs(p.x-(center.x-.29)));
wire*=smoothstep(center.y+.77,center.y+.79,p.y);
color=mix(color,vec3(.3,.28,.24),wire*.65);
color+=(grain(gl_FragCoord.xy)-.5)/500.;
gl_FragColor=vec4(pow(max(color,0.),vec3(1./2.2)),1.);
}
`
function bounded(value: number | undefined, fallback: number, min: number, max: number) {
return Number.isFinite(value) ? Math.max(min, Math.min(max, value as number)) : fallback
}
type PaintStep = (dt: number, reduced: boolean) => { image: HTMLCanvasElement; again: boolean }
function useSurface(uniforms: Record<string, number>, active: boolean, step?: PaintStep) {
const canvas = useRef<HTMLCanvasElement>(null)
const live = useRef({ uniforms, active, step })
const request = useRef<() => void>(() => {})
const lease = useRef(0)
const [available, setAvailable] = useState(false)
live.current = { uniforms, active, step }
useEffect(() => {
const element = canvas.current
if (!element) {
return
}
const gl = element.getContext("webgl", { alpha: false, antialias: false, powerPreference: "low-power" })
if (!gl) {
return
}
const owner = ++lease.current
const leaseRef = lease
let program: WebGLProgram | null = null
let buffer: WebGLBuffer | null = null
let texture: WebGLTexture | null = null
let shaders: WebGLShader[] = []
let locations: Record<string, WebGLUniformLocation | null> = {}
let frame = 0
let previous = 0
let disposed = false
let lost = false
const media = matchMedia("(prefers-reduced-motion: reduce)")
const clear = () => {
if (program) {
gl.deleteProgram(program)
}
if (buffer) {
gl.deleteBuffer(buffer)
}
if (texture) {
gl.deleteTexture(texture)
}
shaders.forEach((shader) => gl.deleteShader(shader))
program = null
buffer = null
texture = null
shaders = []
}
const draw = (now: number) => {
frame = 0
if (disposed || lost || !program) {
return
}
const state = live.current
const running = state.active && !document.hidden
const dt = running && previous ? Math.min((now - previous) / 1000, 0.05) : 0
previous = running ? now : 0
const result = state.step?.(media.matches ? 0 : dt, media.matches)
gl.useProgram(program)
gl.uniform2f(locations.u_resolution, element.width, element.height)
Object.entries(state.uniforms).forEach(([key, value]) => gl.uniform1f(locations[key], value))
if (texture && result) {
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, result.image)
gl.uniform1i(locations.u_mask, 0)
}
gl.drawArrays(gl.TRIANGLES, 0, 6)
if (running && !media.matches && result?.again) {
frame = requestAnimationFrame(draw)
}
}
const wake = () => {
cancelAnimationFrame(frame)
previous = 0
draw(performance.now())
}
const resize = () => {
if (disposed || lost || !program) {
return
}
const rect = element.getBoundingClientRect()
if (!rect.width || !rect.height) {
return
}
const ratio = Math.min(devicePixelRatio || 1, 2, Math.sqrt(2400000 / (rect.width * rect.height)))
const width = Math.max(1, Math.round(rect.width * ratio)),
height = Math.max(1, Math.round(rect.height * ratio))
if (element.width !== width || element.height !== height) {
element.width = width
element.height = height
}
gl.viewport(0, 0, width, height)
wake()
}
const initialize = () => {
clear()
const compile = (kind: number, source: string) => {
const shader = gl.createShader(kind)
if (!shader) {
return null
}
shaders.push(shader)
gl.shaderSource(shader, source)
gl.compileShader(shader)
return gl.getShaderParameter(shader, gl.COMPILE_STATUS) ? shader : null
}
const vertex = compile(gl.VERTEX_SHADER, "attribute vec2 position;void main(){gl_Position=vec4(position,0.,1.);}")
const fragment = compile(gl.FRAGMENT_SHADER, FRAGMENT)
program = gl.createProgram()
buffer = gl.createBuffer()
if (!vertex || !fragment || !program || !buffer) {
clear()
setAvailable(false)
return
}
gl.attachShader(program, vertex)
gl.attachShader(program, fragment)
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
clear()
setAvailable(false)
return
}
gl.useProgram(program)
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), gl.STATIC_DRAW)
const position = gl.getAttribLocation(program, "position")
gl.enableVertexAttribArray(position)
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0)
for (const name of ["u_resolution", "u_mask", ...Object.keys(live.current.uniforms)]) {
locations[name] = gl.getUniformLocation(program, name)
}
if (live.current.step) {
texture = gl.createTexture()
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
}
resize()
setAvailable(true)
}
const contextLost = (event: Event) => {
event.preventDefault()
lost = true
cancelAnimationFrame(frame)
program = null
buffer = null
texture = null
shaders = []
setAvailable(false)
}
const contextRestored = () => {
lost = false
initialize()
}
const visibility = () => {
if (document.hidden) {
cancelAnimationFrame(frame)
previous = 0
} else {
wake()
}
}
const observer = new ResizeObserver(resize)
const transforms = new MutationObserver(resize)
for (let node: HTMLElement | null = element; node; node = node.parentElement) {
observer.observe(node)
transforms.observe(node, { attributes: true, attributeFilter: ["style", "class"] })
}
element.addEventListener("webglcontextlost", contextLost)
element.addEventListener("webglcontextrestored", contextRestored)
document.addEventListener("visibilitychange", visibility)
media.addEventListener("change", wake)
window.addEventListener("resize", resize)
request.current = wake
initialize()
return () => {
disposed = true
cancelAnimationFrame(frame)
request.current = () => {}
observer.disconnect()
transforms.disconnect()
element.removeEventListener("webglcontextlost", contextLost)
element.removeEventListener("webglcontextrestored", contextRestored)
document.removeEventListener("visibilitychange", visibility)
media.removeEventListener("change", wake)
window.removeEventListener("resize", resize)
clear()
queueMicrotask(() => {
if (leaseRef.current === owner) {
gl.getExtension("WEBGL_lose_context")?.loseContext()
}
})
}
}, [])
useEffect(() => {
request.current()
}, [uniforms, active, step])
return { canvas, available, invalidate: () => request.current() }
}
export default function BorrowedShadow({
active = true,
config,
}: {
active?: boolean
config?: Partial<typeof DEFAULT_CONFIG>
}) {
const [position, setPosition] = useState({ x: -0.26, y: 0.18 })
const pointer = useRef<{ id: number; x: number; y: number; startX: number; startY: number } | null>(null)
useEffect(() => {
if (!active) {
pointer.current = null
}
}, [active])
const { canvas, available } = useSurface(
{
u_size: bounded(config?.lightSize, 0.18, 0.02, 0.5),
u_height: bounded(config?.blockerHeight, 0.3, 0.05, 0.8),
u_angle: bounded(config?.lightAzimuth, -35, -80, 80),
u_x: position.x,
u_y: position.y,
},
active,
)
const place = (x: number, y: number) =>
setPosition({ x: Math.max(-0.9, Math.min(0.85, x)), y: Math.max(-0.28, Math.min(0.43, y)) })
return (
<section className="sf-borrowed" aria-label="Suspended cutout and its shadow">
<canvas ref={canvas} aria-hidden="true" />
{!available && (
<div className="sf-borrowed-fallback">
<span>Shadow study requires WebGL.</span>
</div>
)}
<div
className="sf-borrowed-position"
style={{ transform: `translate(${(position.x / 2.8) * 62.5}%, ${-(position.y / 2.8) * 100}%)` }}
>
<button
className="sf-borrowed-object"
aria-label="Move suspended cutout. Drag or use arrow keys."
disabled={!active || !available}
onPointerDown={(event) => {
if (event.button !== 0) {
return
}
pointer.current = {
id: event.pointerId,
x: event.clientX,
y: event.clientY,
startX: position.x,
startY: position.y,
}
event.currentTarget.setPointerCapture(event.pointerId)
}}
onPointerMove={(event) => {
const drag = pointer.current,
rect = canvas.current?.getBoundingClientRect()
if (!drag || drag.id !== event.pointerId || !rect) {
return
}
place(
drag.startX + ((event.clientX - drag.x) / rect.height) * 2.8,
drag.startY - ((event.clientY - drag.y) / rect.height) * 2.8,
)
}}
onPointerUp={() => {
pointer.current = null
}}
onPointerCancel={() => {
pointer.current = null
}}
onLostPointerCapture={() => {
pointer.current = null
}}
onKeyDown={(event) => {
const delta = event.shiftKey ? 0.12 : 0.035
if (!["ArrowLeft", "ArrowRight", "ArrowUp", "ArrowDown", "Home"].includes(event.key)) {
return
}
event.preventDefault()
if (event.key === "Home") {
place(-0.26, 0.18)
} else {
place(
position.x + (event.key === "ArrowLeft" ? -delta : event.key === "ArrowRight" ? delta : 0),
position.y + (event.key === "ArrowUp" ? delta : event.key === "ArrowDown" ? -delta : 0),
)
}
}}
/>
</div>
<span className="sf-borrowed-hint" aria-hidden="true">
Move the cutout
</span>
<style>{`
.sf-borrowed{position:relative;width:100%;height:100%;overflow:hidden;background:#e9e6dc;font-family:Arial,sans-serif}
.sf-borrowed canvas{width:100%;height:100%;display:block}
.sf-borrowed-position{position:absolute;inset:0;pointer-events:none}
.sf-borrowed-object{position:absolute;left:50%;top:50%;width:32%;height:60%;transform:translate(-50%,-50%);border:0;border-radius:50%;background:transparent;cursor:grab;touch-action:none;pointer-events:auto;-webkit-tap-highlight-color:transparent}
.sf-borrowed-object:active{cursor:grabbing}.sf-borrowed-object:focus-visible{outline:2px solid #252320;outline-offset:9px}
.sf-borrowed-hint{position:absolute;bottom:25px;left:28px;color:#706a5f;font-size:11px;letter-spacing:.02em;pointer-events:none}
.sf-borrowed-fallback{position:absolute;inset:0;display:grid;place-items:center;color:#575045;font-size:12px;background:radial-gradient(circle at 47% 45%,#b44025 0 20%,transparent 21%),#e9e6dc}
`}</style>
</section>
)
}
Where it works well
Give a sculptural graphic a tangible relationship to its surface in a product, identity or editorial study.
Reduced motion
There is no autonomous movement or easing. Direct drag and keyboard changes redraw immediately.
Things to know
A planar original silhouette projected onto one receiver, using bounded area-light samples; not arbitrary mesh shadow mapping or a physically calibrated lighting simulator. Requires WebGL 1; controls disable with an explicit fallback and recover after context restoration.