curtains.js is a lightweight vanilla WebGL javascript library that turns HTML DOM elements into interactive textured planes.

Overview

What is it ?

Shaders are the new front-end web developpment big thing, with the ability to create very powerful 3D interactions and animations. A lot of very good javascript libraries already handle WebGL but with most of them it's kind of a headache to position your meshes relative to the DOM elements of your web page.

curtains.js was created with just that issue in mind. It is a small vanilla WebGL javascript library that converts HTML elements containing images and videos into 3D WebGL textured planes, allowing you to animate them via shaders.
You can define each plane size and position via CSS, which makes it super easy to add WebGL responsive planes all over your pages.

curtains.js demo gif

Knowledge and technical requirements

It is easy to use but you will of course have to possess good basics of HTML, CSS and javascript.

If you've never heard about shaders, you may want to learn a bit more about them on The Book of Shaders for example. You will have to understand what are the vertex and fragment shaders, the use of uniforms as well as the GLSL syntax basics.

Installation and usage

You can directly download the files and start using the ES6 modules:
import {Curtains, Plane} from 'path/to/src/index.mjs';

const curtains = new Curtains({
    container: "canvas"
});

const plane = new Plane(curtains, document.querySelector("#plane"));
Or you can use npm:
npm i curtainsjs
Load ES6 modules:
import {Curtains, Plane} from 'curtainsjs';
In a browser, you can use the UMD files located in the `dist` directory:
<script src="dist/curtains.umd.min.js"></script>
const curtains = new Curtains({
    container: "canvas"
});

const plane = new Plane(curtains, document.querySelector("#plane"));

// etc

Usage with React

Note that if you are using React, you might want to try react-curtains, curtains.js official React package.

Documentation

The library is split into classes modules. Most of them are used internally by the library but there are however a few classes meant to be used directly, exported in the src/index.mjs file.

Core

  • Curtains: appends a canvas to your container and instanciates the WebGL context. Also handles a few helpers like scroll and resize events, request animation frame loop, etc.
  • Plane: creates a new Plane object bound to a HTML element.
  • Textures: creates a new Texture object.

Frame Buffer Objects

  • RenderTarget: creates a frame buffer object.
  • ShaderPass: creates a post processing pass using a RenderTarget object.

Loader

  • TextureLoader: loads HTML media elements such as images, videos or canvases and creates Texture objects using those sources.

Math

  • Vec2: creates a new Vector 2.
  • Vec3: creates a new Vector 3.
  • Mat4: creates a new Matrix 4.
  • Quat: creates a new Quaternion.

Extras

  • PingPongPlane: creates a plane that uses FBOs ping pong to read/write a texture.
  • FXAAPass: creates an antialiasing FXAA pass using a ShaderPass object.

Full documentation

Getting started
API docs
Examples

Basic example

HTML

<body>
    <!-- div that will hold our WebGL canvas -->
    <div id="canvas"></div>
    
    <!-- div used to create our plane -->
    <div class="plane">
    
        <!-- image that will be used as texture by our plane -->
        <img src="path/to/my-image.jpg" crossorigin="" />
    </div>
    
</body>

CSS

body {
    /* make the body fits our viewport */
    position: relative;
    width: 100%;
    height: 100vh;
    margin: 0;
    overflow: hidden;
}

#canvas {
    /* make the canvas wrapper fits the document */
    position: absolute;
    top: 0;
    right: 0;
    bottom: 0;
    left: 0;
}

.plane {
    /* define the size of your plane */
    width: 80%;
    height: 80vh;
    margin: 10vh auto;
}

.plane img {
    /* hide the img element */
    display: none;
}

Javascript

import {Curtains, Plane} from 'curtainsjs';

window.addEventListener("load", () => {
    // set up our WebGL context and append the canvas to our wrapper
    const curtains = new Curtains({
        container: "canvas"
    });
    
    // get our plane element
    const planeElement = document.getElementsByClassName("plane")[0];
    
    // set our initial parameters (basic uniforms)
    const params = {
        vertexShaderID: "plane-vs", // our vertex shader ID
        fragmentShaderID: "plane-fs", // our fragment shader ID
        uniforms: {
            time: {
                name: "uTime", // uniform name that will be passed to our shaders
                type: "1f", // this means our uniform is a float
                value: 0,
            },
        },
    };
    
    // create our plane using our curtains object, the bound HTML element and the parameters
    const plane = new Plane(curtains, planeElement, params);
    
    plane.onRender(() => {
        // use the onRender method of our plane fired at each requestAnimationFrame call
        plane.uniforms.time.value++; // update our time uniform value
    });
    
});

Shaders

Vertex shader

<script id="plane-vs" type="x-shader/x-vertex">
    #ifdef GL_ES
    precision mediump float;
    #endif
    
    // those are the mandatory attributes that the lib sets
    attribute vec3 aVertexPosition;
    attribute vec2 aTextureCoord;
    
    // those are mandatory uniforms that the lib sets and that contain our model view and projection matrix
    uniform mat4 uMVMatrix;
    uniform mat4 uPMatrix;
    
    // our texture matrix that will handle image cover
    uniform mat4 uTextureMatrix0;
    
    // pass your vertex and texture coords to the fragment shader
    varying vec3 vVertexPosition;
    varying vec2 vTextureCoord;
    
    void main() {       
        gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
        
        // set the varyings
        // here we use our texture matrix to calculate the accurate texture coords
        vTextureCoord = (uTextureMatrix0 * vec4(aTextureCoord, 0.0, 1.0)).xy;
        vVertexPosition = aVertexPosition;
    }
</script> 

Fragment shader

<script id="plane-fs" type="x-shader/x-fragment">
    #ifdef GL_ES
    precision mediump float;
    #endif
    
    // get our varyings
    varying vec3 vVertexPosition;
    varying vec2 vTextureCoord;
    
    // the uniform we declared inside our javascript
    uniform float uTime;
    
    // our texture sampler (default name, to use a different name please refer to the documentation)
    uniform sampler2D uSampler0;
    
    void main() {
        // get our texture coords from our varying
        vec2 textureCoord = vTextureCoord;
        
        // displace our pixels along the X axis based on our time uniform
        // textures coords are ranging from 0.0 to 1.0 on both axis
        textureCoord.x += sin(textureCoord.y * 25.0) * cos(textureCoord.x * 25.0) * (cos(uTime / 50.0)) / 25.0;
        
        // map our texture with the texture matrix coords
        gl_FragColor = texture2D(uSampler0, textureCoord);
    }
</script> 

Changelog

Complete changelog starting from version 7.1.0

Comments
  • Cannot create WebGL context in ANY browser on windows >= 8.1

    Cannot create WebGL context in ANY browser on windows >= 8.1

    I'm getting errors in windows browsers while attempting to use curtainsjs in a project. As a verifiable example if you pull up the curtains site, I'm getting the same error with all of the examples. I have tried various virtual machine versions of windows browsers as well as testing on browserstack.

    Any ideas?

    image image

    unconfirmed bug 
    opened by miked-known 13
  • Uncaught SyntaxError: Unexpected token export

    Uncaught SyntaxError: Unexpected token export

    Hi @martinlaxenaire

    I've been trying to implement the demo code for tests in my script.

    The following works : When I include CurtainJS like this <script src="curtains.min.js"></script> before my script.

    The following doesn't work : Adding this directly at the beginning of my script : import { Curtains } from 'curtainsjs';

    I get the error : Uncaught SyntaxError: Unexpected token export

    I'm using webpack and babel.

    Thanks for your help

    opened by oguilleux 13
  • TextureMatrix not functioning correctly

    TextureMatrix not functioning correctly

    I've tried reproducing the issue in a simpler environment but was unfortunately unable to do so in the first attempt, so I'm hoping you have so insight just by reading the details of my problem itself. This is how the layout looks like (it has no error but almost similar thing shows up an error in my local env): https://codepen.io/ajayns/pen/XWmQLNL

    The plane's image unlike how it's expected to be (like object-fit: cover) it's showing up in stretched dimensions or zoom in and other glitches. Any input on how I can correct the uTextureMatrix0 uniform?

    I have a feeling it was something to do with the layout but then I recreated that in the codepen in which it seems to work fine, now I suspect it's got something to do with the shader and that's why I'm looking for ideas.

    unconfirmed bug 
    opened by ajayns 12
  • Use more than two images

    Use more than two images

    Is there a way to use more than two images? I'd love to make a slideshow using different images and displacement maps if possible, but I don't know if it's possible to do this.

    opened by type76 12
  •  Problems with adding textures

    Problems with adding textures

    I have problems with the textures at the end of the animation of a slider, there is a little delay at the end of the animation and it has to do with the assignment of the texture. Any way to improve this?

    https://codepen.io/AlainBarrios/pen/RwWyXWy?editors=0010

    opened by AlainBarrios 11
  • Pingpong/ShaderPass inconsistent results in Safari & FF

    Pingpong/ShaderPass inconsistent results in Safari & FF

    Hey Martin,

    I've got a bit of an odd one for you. I wish I could provide more details but basically I'm getting inconsistent results when viewing the following in Safari on desktop:

    https://jsfiddle.net/AndrewLeek/fgLjo1y3/1/

    *Keep in mind you need set "Disable Cross-Origin Restrictions" to true in the Develop menu for the image to load...

    What i am seeing is that when I hit "Run" button sometimes the displacement stuff works and sometimes it does not. Often I have to hit Run many times to see this.

    Unfortunately I cant share the local project I'm working on, so I am sharing this fiddle which seems to show some of the behavior I am seeing locally. Locally, I can also tell you that in Safari and FF I cant get the displacement stuff to work on initial load. But, I have additional logic where I destroy and rebuild all the planes/shaderpasses and on rebuild it does work in FF and occasionally in Safari... I know that is all very vague, but any insight would be much appreciated.

    Thanks, Andrew

    bug question 
    opened by andrewleek-droplab 10
  • plane.moveToFront() doesn't work in v7

    plane.moveToFront() doesn't work in v7

    Hey Martin,

    It seems that the .moveToFront() function got broken in the transition to v7 (or maybe a more recent update):

    v6 demo (works): https://codepen.io/ZachSaucier/pen/8f4d596bf199fea8e55cdecb8d1eca94?editors=0010 v7 demo (broken): https://codepen.io/ZachSaucier/pen/50cec0816cccdbaf4c2c681fbebb6e95?editors=0010

    Expected behavior: Images load in Curtains. One second later the dog photo is replaced with the NYC photo. What happens: The NYC photo never get placed on top.

    I don't see any note about it in the v7 release notes so I assume it's a bug.

    bug 
    opened by ZachSaucier 7
  • Curtains with different image sources based on the viewport size

    Curtains with different image sources based on the viewport size

    Hey Martin,

    Do you have any examples of CurtainsJS working with different image sources depending on the viewport size? It could or could not use the <picture> element. I haven't seen any material or demos on the subject. Looking at the texture docs I don't see a straightforward way of doing this sort of thing but I very well could be missing something. Perhaps this sort of thing is what a texture loader could be used for? Any direction would be appreciated.

    seeking advice 
    opened by ZachSaucier 6
  • WebGL version of image doesn't seem to align

    WebGL version of image doesn't seem to align

    I created a basic, responsive, draggable slider using GSAP. I'm now attempting to render it with Curtains so that I can apply some WebGL effects. But when I attempt to render the images they don't seem to match up - the Curtains version has extra padding/white space on the sides. Why is this? And how can I remove the white space? Ignore the color inversion, it's part of the end effect I'll be making.

    I'm using this article as a reference of learning about Curtains in case that helps understand where I'm coming from.

    opened by ZachSaucier 6
  •  Canvas text isn't updated

    Canvas text isn't updated

    I am trying to update the text on the canvas, but it is not updated, by the way, the plane.textures[0].needUpdate() method does not exist in the texture

    this is the pen https://codepen.io/AlainBarrios/pen/jOOKWNX?editors=0010

    opened by AlainBarrios 6
  • Typescript declaration file missing

    Typescript declaration file missing

    I can no longer render anything as no declaration file can be fouund, i get this error when i use the es6 import method:

    module "/Users/joetaylor/Documents/www/airpay-2019-website/node_modules/curtainsjs/libs/curtains.min" Could not find a declaration file for module 'curtainsjs'. '/Users/joetaylor/Documents/www/airpay-2019-website/node_modules/curtainsjs/libs/curtains.min.js' implicitly has an 'any' type. Trynpm install @types/curtainsjsif it exists or add a new declaration (.d.ts) file containingdeclare module 'curtainsjs';ts(7016) Could not find a declaration file for module 'curtainsjs'. '/Users/joetaylor/Documents/www/airpay-2019-website/node_modules/curtainsjs/libs/curtains.min.js' implicitly has an 'any' type. Trynpm install @types/curtainsjsif it exists or add a new declaration (.d.ts) file containingdeclare module 'curtainsjs';ts(7016)

    opened by joebentaylor 6
  • Copying a texture with different sourceType doesn't work

    Copying a texture with different sourceType doesn't work

    I'm trying to copy a texture from a RenderTarget into an already existing canvas texture. I can see the expected result in the FBO in Spector, but it doesn't render the new texture in the final output.

    Effectively I'm trying to replace one texture with another, regardless of their sourceType (fbo => canvas, or canvas => fbo). The codepen below reproduces the behavior:

    https://codepen.io/georgehastings/pen/OJwJoKd?editors=0110

    opened by GeorgeHastings 2
  • Bump terser from 4.8.0 to 4.8.1

    Bump terser from 4.8.0 to 4.8.1

    Bumps terser from 4.8.0 to 4.8.1.

    Changelog

    Sourced from terser's changelog.

    v4.8.1 (backport)

    • Security fix for RegExps that should not be evaluated (regexp DDOS)
    Commits

    Dependabot compatibility score

    Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting @dependabot rebase.


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    You can disable automated security fix PRs for this repo from the Security Alerts page.

    dependencies 
    opened by dependabot[bot] 0
  • Planes are missing after resize

    Planes are missing after resize

    Planes are misplaced or disappears when resizing the window

    To Reproduce

    Steps to reproduce the behavior:

    1. Go to http://36fm.in/
    2. go to full screen or resize the browser
    3. See error

    its simple setup with locomotive scroll

    opened by Dushyant1295 3
  • Domain Warping

    Domain Warping

    Hello, I want to make fBm to warp a space of a fBm. Example of this technique on this site https://thebookofshaders.com/13/. I put code in parameter fragmentShader and its doesnt work, maybe i need to change something in vertex parameter?

    Thanks for all help u can tell

    The code is:

    // Author @patriciogv - 2015
    // http://patriciogonzalezvivo.com
    
    #ifdef GL_ES
    precision mediump float;
    #endif
    
    uniform vec2 u_resolution;
    uniform vec2 u_mouse;
    uniform float u_time;
    
    float random (in vec2 _st) {
        return fract(sin(dot(_st.xy,
                             vec2(12.9898,78.233)))*
            43758.5453123);
    }
    
    // Based on Morgan McGuire @morgan3d
    // https://www.shadertoy.com/view/4dS3Wd
    float noise (in vec2 _st) {
        vec2 i = floor(_st);
        vec2 f = fract(_st);
    
        // Four corners in 2D of a tile
        float a = random(i);
        float b = random(i + vec2(1.0, 0.0));
        float c = random(i + vec2(0.0, 1.0));
        float d = random(i + vec2(1.0, 1.0));
    
        vec2 u = f * f * (3.0 - 2.0 * f);
    
        return mix(a, b, u.x) +
                (c - a)* u.y * (1.0 - u.x) +
                (d - b) * u.x * u.y;
    }
    
    #define NUM_OCTAVES 5
    
    float fbm ( in vec2 _st) {
        float v = 0.0;
        float a = 0.5;
        vec2 shift = vec2(100.0);
        // Rotate to reduce axial bias
        mat2 rot = mat2(cos(0.5), sin(0.5),
                        -sin(0.5), cos(0.50));
        for (int i = 0; i < NUM_OCTAVES; ++i) {
            v += a * noise(_st);
            _st = rot * _st * 2.0 + shift;
            a *= 0.5;
        }
        return v;
    }
    
    void main() {
        vec2 st = gl_FragCoord.xy/u_resolution.xy*3.;
        // st += st * abs(sin(u_time*0.1)*3.0);
        vec3 color = vec3(0.0);
    
        vec2 q = vec2(0.);
        q.x = fbm( st + 0.00*u_time);
        q.y = fbm( st + vec2(1.0));
    
        vec2 r = vec2(0.);
        r.x = fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*u_time );
        r.y = fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*u_time);
    
        float f = fbm(st+r);
    
        color = mix(vec3(0.101961,0.619608,0.666667),
                    vec3(0.666667,0.666667,0.498039),
                    clamp((f*f)*4.0,0.0,1.0));
    
        color = mix(color,
                    vec3(0,0,0.164706),
                    clamp(length(q),0.0,1.0));
    
        color = mix(color,
                    vec3(0.666667,1,1),
                    clamp(length(r.x),0.0,1.0));
    
        gl_FragColor = vec4((f*f*f+.6*f*f+.5*f)*color,1.);
    }
    
    seeking advice 
    opened by Alex-Lorem 1
  • autoResize disabled, but right after refresh, the curtain gets resized

    autoResize disabled, but right after refresh, the curtain gets resized

    Describe the bug autoResize disabled, but right after refresh, the curtain gets resized

    Expected behavior the curtain should on start as 100% of canvas.

    Desktop (please complete the following information):

    • Device: PC
    • OS: windows 10
    • Browser Version 1.33.106 Chromium: 96.0.4664.110 (Official Build) (64-bit)
    opened by profispojka 2
  • reusing a past video texture

    reusing a past video texture

    I've been trying to write a shader that would use 2 samplers, one coming from the current video frame I'm using as a base, and one from a previous frame.

    I hacked my way into adding }).onVideoFrameCallback((metadata, texture) => to the loader so I can get the last modified frame, store the frame used 30frames ago and I'd like to reuse that texture in my shader via an uniform sampler2D.

    However, I'm getting stuck making the texture available. I tried to clone the texture instance, rename it to match the new sampler uniform (altTexture) and tried to force the uniform binding but without any luck:

                const altTexture = new Texture(texture.renderer);
                Object.assign(altTexture, texture);
                altTexture._sampler.name = "altTexture";
                altTexture._textureMatrix.name = "altTextureMatrix";
                videoPlane.textures[1] = altTexture;
                videoPlane.textures[1]._setTextureUniforms();
    

    I realize I could use another video element as a source, but I'm exploring interesting glitching effects and would prefer to have fun with the one texture.

    Is it something that is currently doable and I just missed a step? If it's not doable, coud you point me towards a potential hack/solution? I'd be more than happy to contribute back if that's something that would be interesting to the project.

    seeking advice 
    opened by mattetti 5
Owner
Martin Laxenaire
Webdesigner / Front-end developer. Javascript, WebGL and other fun stuff.
Martin Laxenaire
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