After the rain
Water brushed across deep green stone accumulates into a glossy region, revealing a sharp grazing reflection beside the same dry material.

Drag to wet the stone. Arrow keys place the brush and Space or Enter paints; Dry surface clears it.
Subframe Original · MIT
Add to your project
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 = { brushRadius: 0.12, dryRoughness: 0.85, wetRoughness: 0.12, dryingTime: 12 }
const FRAGMENT = `
precision highp float;
uniform vec2 u_resolution;
uniform sampler2D u_mask;
uniform float u_dry,u_wet;
float hash(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}
float noise(vec2 p){vec2 i=floor(p),f=fract(p);f=f*f*(3.-2.*f);return mix(mix(hash(i),hash(i+vec2(1,0)),f.x),mix(hash(i+vec2(0,1)),hash(i+1.),f.x),f.y);}
float relief(vec2 p){
vec2 q=vec2(p.x*.8+p.y*.38,p.y*1.3);
float coarse=noise(q*5.3)*.09+noise(q*15.7)*.037;
float grain=noise(q*vec2(51.,83.))*.015+noise(q*vec2(137.,221.))*.006;
float bend=noise(q*5.1)*.13+noise(q*13.7)*.025;
float fracture=min(abs(q.y+.77*q.x+bend-.43),min(abs(q.y+.57*q.x+bend+.20),abs(q.y+.82*q.x+bend+.89)));
float cleft=exp(-fracture*190.)*.035;
return coarse+grain-cleft;
}
float box(vec2 p,vec2 b,float r){vec2 q=abs(p)-b+r;return length(max(q,0.))+min(max(q.x,q.y),0.)-r;}
void main(){
vec2 screen=gl_FragCoord.xy/u_resolution;
vec2 uv=(gl_FragCoord.xy-.5*u_resolution)/u_resolution.y*2.7;
vec2 p=uv;
float d=box(p,vec2(1.58,1.02),.025),aa=3./u_resolution.y;
vec3 color=vec3(.012,.021,.017);
float sh=box(p-vec2(.035,-.045),vec2(1.6,1.02),.035);
color*=1.-.65*exp(-max(sh,0.)*38.);
float side=1.-smoothstep(-aa,aa,box(p-vec2(.012,-.026),vec2(1.58,1.02),.025));
color=mix(color,vec3(.025,.027,.027),side);
float h=relief(p),e=.0025;
vec2 slope=vec2(relief(p+vec2(e,0))-relief(p-vec2(e,0)),relief(p+vec2(0,e))-relief(p-vec2(0,e)))/(2.*e);
vec3 normal=normalize(vec3(-slope*.10,1.));
vec2 brushUv=vec2(screen.x,1.-screen.y)+vec2(noise(p*23.)-.5,noise(p*29.+7.)-.5)*.0045;
float wet=texture2D(u_mask,brushUv).a;
wet=clamp(wet+(.5-noise(p*94.))*.055,0.,1.);
float wetness=smoothstep(.06,.85,wet);
float diffuse=max(dot(normal,normalize(vec3(-.2,.8,1.))),0.);
vec3 mineral=vec3(.024,.078,.051)*(.65+3.2*h)*(.35+.7*diffuse);
float veinDistance=min(abs(p.y+.7*p.x+noise(p*7.)*.16-.52),abs(p.x-.31*p.y+noise(p*9.)*.11-.6));
float veins=exp(-veinDistance*210.)*(.3+.7*noise(p*21.));
mineral+=vec3(.09,.11,.09)*veins;
mineral*=mix(1.,.43,wetness);
float line=p.x*.72-p.y*.45+.04;
float dryWidth=.18+u_dry*.62;
float dryLight=exp(-pow((line+normal.x*.13)/dryWidth,2.))*.022/u_dry;
mineral+=vec3(.87,.92,.97)*dryLight*(1.-wetness*.75);
float coatWidth=.014+u_wet*.23;
float coatLine=line+normal.x*.008;
float coat=exp(-pow(coatLine/coatWidth,2.));
float broad=exp(-pow((coatLine-.055)/(.08+u_wet*.6),2.));
float fresnel=.25+.2*(1.-abs(normal.z));
mineral+=vec3(.83,.91,1.)*wetness*(coat*(1.2-u_wet*1.5)+broad*.15)*fresnel*2.4;
float bevel=exp(-abs(d)*190.);
mineral+=vec3(.045)*bevel*(.4+.6*step(0.,p.y));
color=mix(color,mineral,1.-smoothstep(-aa,aa,d));
color+=(hash(gl_FragCoord.xy)-.5)/1000.;
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 WetFinish({
active = true,
config,
}: {
active?: boolean
config?: Partial<typeof DEFAULT_CONFIG>
}) {
const mask = useRef<HTMLCanvasElement | null>(null)
const life = useRef(0)
const last = useRef<{ x: number; y: number; id: number } | null>(null)
const [cursor, setCursor] = useState({ x: 0.52, y: 0.49 })
const [focused, setFocused] = useState(false)
useEffect(() => {
if (!active) {
last.current = null
}
}, [active])
const radius = bounded(config?.brushRadius, 0.12, 0.03, 0.25)
const dryingTime = bounded(config?.dryingTime, 12, 2, 30)
const ensureMask = () => {
if (!mask.current) {
mask.current = document.createElement("canvas")
mask.current.width = 600
mask.current.height = 375
const context = mask.current.getContext("2d")
if (context) {
context.lineCap = "round"
context.lineWidth = 84
context.strokeStyle = "#fff"
context.shadowColor = "#fff"
context.shadowBlur = 3
context.beginPath()
context.moveTo(135, 232)
context.bezierCurveTo(230, 190, 288, 154, 410, 127)
context.stroke()
}
life.current = 1
}
return mask.current
}
const step: PaintStep = (dt) => {
const image = ensureMask(),
context = image.getContext("2d")
if (context && dt > 0 && life.current > 0 && !last.current) {
context.shadowBlur = 0
context.globalCompositeOperation = "destination-out"
context.fillStyle = `rgba(0,0,0,${1 - Math.exp((-dt * 3) / dryingTime)})`
context.fillRect(0, 0, 600, 375)
context.globalCompositeOperation = "source-over"
life.current = Math.max(0, life.current - dt / dryingTime)
if (!life.current) {
context.clearRect(0, 0, 600, 375)
}
}
return { image, again: life.current > 0 }
}
const { canvas, available, invalidate } = useSurface(
{ u_dry: bounded(config?.dryRoughness, 0.85, 0.5, 1), u_wet: bounded(config?.wetRoughness, 0.12, 0.02, 0.4) },
active,
step,
)
const paint = (x: number, y: number, from?: { x: number; y: number }) => {
const context = ensureMask().getContext("2d")
if (!context) {
return
}
const r = radius * 375
context.globalCompositeOperation = "source-over"
context.strokeStyle = "#fff"
context.fillStyle = "#fff"
context.lineWidth = r * 2
context.lineCap = "round"
context.shadowColor = "#fff"
context.shadowBlur = 2
context.beginPath()
context.moveTo((from?.x ?? x) * 600, (from?.y ?? y) * 375)
context.lineTo(x * 600, y * 375)
context.stroke()
context.beginPath()
context.arc(x * 600, y * 375, r, 0, Math.PI * 2)
context.fill()
life.current = 1
invalidate()
}
const point = (event: { clientX: number; clientY: number }) => {
const rect = canvas.current?.getBoundingClientRect()
return rect
? {
x: Math.max(0.12, Math.min(0.88, (event.clientX - rect.left) / rect.width)),
y: Math.max(0.12, Math.min(0.88, (event.clientY - rect.top) / rect.height)),
}
: cursor
}
return (
<section className="sf-wet" aria-label="Brush water onto green stone">
<canvas ref={canvas} aria-hidden="true" />
{!available && <div className="sf-wet-fallback">Interactive material requires WebGL.</div>}
<button
className="sf-wet-surface"
aria-label="Wet the stone. Drag to paint; arrow keys move the brush, Space paints."
disabled={!active || !available}
onFocus={() => setFocused(true)}
onBlur={() => setFocused(false)}
onPointerDown={(event) => {
if (event.button !== 0) {
return
}
const p = point(event)
setCursor(p)
last.current = { ...p, id: event.pointerId }
paint(p.x, p.y)
event.currentTarget.setPointerCapture(event.pointerId)
}}
onPointerMove={(event) => {
if (!active || !available) {
return
}
const p = point(event)
setCursor(p)
if (last.current?.id === event.pointerId) {
paint(p.x, p.y, last.current)
last.current = { ...p, id: event.pointerId }
}
}}
onPointerUp={() => {
last.current = null
invalidate()
}}
onPointerCancel={() => {
last.current = null
invalidate()
}}
onLostPointerCapture={() => {
last.current = null
}}
onKeyDown={(event) => {
if (["ArrowLeft", "ArrowRight", "ArrowUp", "ArrowDown", " ", "Enter", "Home"].includes(event.key)) {
event.preventDefault()
} else {
return
}
if (event.key === " " || event.key === "Enter") {
paint(cursor.x, cursor.y)
return
}
setCursor(
event.key === "Home"
? { x: 0.52, y: 0.49 }
: {
x: Math.max(
0.12,
Math.min(
0.88,
cursor.x + (event.key === "ArrowLeft" ? -0.035 : event.key === "ArrowRight" ? 0.035 : 0),
),
),
y: Math.max(
0.12,
Math.min(
0.88,
cursor.y + (event.key === "ArrowUp" ? -0.035 : event.key === "ArrowDown" ? 0.035 : 0),
),
),
},
)
}}
>
<span
className="sf-wet-brush-position"
style={{ transform: `translate(${cursor.x * 100}%, ${cursor.y * 100}%)` }}
aria-hidden="true"
>
<span
className="sf-wet-brush"
style={{
width: `${radius * 125}%`,
height: `${radius * 200}%`,
opacity: focused ? 1 : undefined,
}}
/>
</span>
</button>
<div className="sf-wet-footer">
<span>Brush to wet</span>
<button
onClick={() => {
ensureMask().getContext("2d")?.clearRect(0, 0, 600, 375)
life.current = 0
invalidate()
}}
disabled={!active || !available}
>
Dry surface
</button>
</div>
<style>{`
.sf-wet{position:relative;width:100%;height:100%;overflow:hidden;background:#24372e;color:#c6c8c2;container-type:inline-size;font-family:Arial,sans-serif}
.sf-wet canvas{width:100%;height:100%;display:block}.sf-wet-surface{position:absolute;inset:0;width:100%;height:100%;padding:0;border:0;background:transparent;cursor:crosshair;touch-action:none;-webkit-tap-highlight-color:transparent}
.sf-wet-surface:focus-visible{outline:2px solid #dfed80;outline-offset:-8px}.sf-wet-brush-position{position:absolute;inset:0;pointer-events:none}.sf-wet-brush{position:absolute;left:0;top:0;transform:translate(-50%,-50%);border:1px solid #fff8;border-radius:50%;box-shadow:0 0 0 1px #0005;pointer-events:none;opacity:0}
@media(hover:hover){.sf-wet-surface:hover .sf-wet-brush{opacity:1}}
.sf-wet-footer{position:absolute;bottom:23px;left:25px;right:25px;display:flex;align-items:center;justify-content:space-between;font-size:11px;pointer-events:none}
.sf-wet-footer button{display:flex;gap:12px;align-items:center;border:1px solid #ffffff16;background:#1b1d1b;padding:8px 10px;color:#dce4b0;border-radius:3px;pointer-events:auto;cursor:pointer}.sf-wet-footer button:active{background:#30342b}.sf-wet-footer button:focus-visible{outline:2px solid #dfed80;outline-offset:3px}
@container(max-width:450px){.sf-wet-footer{bottom:12px;left:16px;right:16px;font-size:10px}.sf-wet-footer button{padding:6px 9px;line-height:12px}}
.sf-wet-fallback{position:absolute;inset:0;display:grid;place-items:center;background:linear-gradient(130deg,#282c2c,#080a0a 60%,#434745);font-size:12px}
`}</style>
</section>
)
}
Where it works well
Show the difference between matte and coated finishes in a tactile material selector or product story.
Reduced motion
Direct painting remains available. Automatic drying freezes under reduced motion; Dry surface is an immediate deterministic reset.
Things to know
A procedural stone sample, screen-space brush mask and authored strip-light response, not a physically calibrated BRDF or fluid simulation. The bounded mask dries while active and visible. Requires WebGL 1; interaction disables with an explicit fallback and resumes after context restoration.