GSAP 원본
Shader on Scroll
스크롤 · MIT (public Pen panels); GSAP Standard No Charge License
갤러리 안에서는 화면을 벗어나거나 움직임을 멈추면 예제도 닫힙니다. 다시 재생할 때는 처음부터 시작해요.
저장한 HTML에서는 갤러리의 재생 설정이 적용되지 않아요.
SOURCE FILES
원본 코드 읽기
수집한 원본 소스와 실행 안내를 함께 제공합니다. 실행 HTML에는 미리보기를 위한 실행 환경이 들어 있습니다.
vendor/gsap-previews/sources/gsap-5042baa8fb49/index.html
<!-- Huge thanks to Jan Kohlbach for the following resources 💚🙏
https://real-world-shader.jankohlbach.com/
https://tympanus.net/codrops/2024/07/18/how-to-create-distortion-and-grain-effects-on-scroll-with-shaders-in-three-js/
-->
<header class="panel">
<h1>Adjust a shader on Scroll</h1>
<p>Each image is its own WebGL canvas. GSAP feeds scroll velocity to the shader.</p>
</header>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-13.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-12.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-11.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-10.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-9.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-8.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-7.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-6.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-5.jpeg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-4.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-3.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-2.jpg"></div>
<div class="frame" data-img="https://assets.codepen.io/16327/site-landscape-1.jpg"></div>
<div class="spacer"></div>vendor/gsap-previews/sources/gsap-5042baa8fb49/style.css
body {
background-color: #010101;
}
.frame {
position: relative;
width: 80vw;
max-width: 600px;
aspect-ratio: 16/9;
margin: 20vh auto;
outline: dashed 2px #272d2a;
border-radius: 10px;
}
.panel {
flex-direction: column;
min-height: 50vh;
background: transparent;
}
/* each frame contains its own GL canvas; it scrolls with the page */
.frame canvas {
position: absolute;
inset: 0.5rem;
width: calc(100% - 1rem);
height: calc(100% - 1rem);
display: block;
}
.spacer {
height: 10vh;
}
함께 쓰는 파일 4개 보기
vendor/gsap-previews/sources/gsap-5042baa8fb49/script.js
gsap.registerPlugin(ScrollTrigger);
// Shared velocity proxy for all canvases
const velocityProxy = { v: 0, s: 0 }; // v = signed, s = strength (0..1)
const clamp = gsap.utils.clamp(-2000, 2000);
// A single ScrollTrigger to compute velocity and tween back to 0
ScrollTrigger.create({
start: 0,
end: () => document.documentElement.scrollHeight - window.innerHeight,
onUpdate(self) {
const raw = clamp(self.getVelocity()); // px/s-ish
const norm = raw / 1000; // ~ -1..1
const strength = Math.min(1, Math.abs(norm));
if (Math.abs(strength) > Math.abs(velocityProxy.s)) {
velocityProxy.v = norm;
velocityProxy.s = strength;
gsap.to(velocityProxy, {
v: 0,
s: 0,
duration: 0.8,
ease: "sine.inOut",
overwrite: true
});
}
}
});
// Vertex shader
const vert = /* glsl */ `
varying vec2 vUv;
varying vec2 vUvCover;
uniform vec2 uTextureSize;
uniform vec2 uQuadSize;
void main(){
vUv = uv;
// "cover" mapping to preserve aspect ratio
float texR = uTextureSize.x / uTextureSize.y;
float quadR = uQuadSize.x / uQuadSize.y;
vec2 s = vec2(1.0);
if (quadR > texR) { s.y = texR / quadR; } else { s.x = quadR / texR; }
vUvCover = vUv * s + (1.0 - s) * 0.5;
gl_Position = vec4(position, 1);
}
`;
// Fragment shader
const frag = `
precision highp float;
uniform sampler2D uTexture;
uniform vec2 uTextureSize;
uniform vec2 uQuadSize;
uniform float uTime;
uniform float uScrollVelocity; // signed -1..1
uniform float uVelocityStrength; // 0..1, decays to 0
varying vec2 vUv;
varying vec2 vUvCover;
void main() {
vec2 texCoords = vUvCover;
// drive distortion amount from velocity strength
float amt = 0.03 * uVelocityStrength;
// small wave that doesn’t depend on mouse
float t = uTime * 0.8;
texCoords.y += sin((texCoords.x * 8.0) + t) * amt;
texCoords.x += cos((texCoords.y * 6.0) - t * 0.8) * amt * 0.6;
// optional directional tint: push R/G/B differently by scroll direction
float dir = sign(uScrollVelocity);
vec2 tc = texCoords;
float r = texture2D(uTexture, tc + vec2( amt * 0.50 * dir, 0.0)).r;
float g = texture2D(uTexture, tc + vec2( amt * 0.25 * dir, 0.0)).g;
float b = texture2D(uTexture, tc + vec2(-amt * 0.35 * dir, 0.0)).b;
gl_FragColor = vec4(r, g, b, 1.0);
}
`;
// Build one tiny Three.js scene per frame
document.querySelectorAll(".frame").forEach(initFrame);
function initFrame(frameEl) {
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
frameEl.appendChild(renderer.domElement);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const geom = new THREE.PlaneGeometry(2, 2);
const uniforms = {
uTexture: { value: null },
uTextureSize: { value: new THREE.Vector2(1, 1) },
uQuadSize: { value: new THREE.Vector2(1, 1) },
uTime: { value: 0 },
uScrollVelocity: { value: 0 },
uVelocityStrength: { value: 0 }
};
const mat = new THREE.ShaderMaterial({
uniforms,
vertexShader: vert,
fragmentShader: frag,
transparent: true
});
const mesh = new THREE.Mesh(geom, mat);
scene.add(mesh);
// Load the image for this frame
const url = frameEl.getAttribute("data-img");
const loader = new THREE.TextureLoader();
loader.setCrossOrigin("anonymous");
loader.load(url, (tex) => {
tex.colorSpace = THREE.SRGBColorSpace;
uniforms.uTexture.value = tex;
uniforms.uTextureSize.value.set(tex.image.width, tex.image.height);
layout(); // size once we know texture size
});
function layout() {
const { width, height } = frameEl.getBoundingClientRect();
renderer.setSize(width, height, false);
uniforms.uQuadSize.value.set(width, height);
}
// Animate this canvas
let last = performance.now();
function tick(now) {
const dt = (now - last) * 0.001;
last = now;
uniforms.uTime.value += dt;
// pull shared velocity state into our uniforms
uniforms.uScrollVelocity.value = velocityProxy.v;
uniforms.uVelocityStrength.value = velocityProxy.s;
renderer.render(scene, camera);
}
gsap.ticker.add(tick);
}
vendor/gsap-previews/sources/gsap-5042baa8fb49/adapters/host.css실행 안내·자료
/* StyleGallery host styles: independent replacement for unavailable shared Pen CSS. */
:root{--color-just-black:#111522;--color-surface-white:#f7f3ec;--color-surface75:#cfccc6;--color-surface50:#898e9f;--color-surface25:#414859;--color-shockingly-green:#95efd2;--color-lt-green:#b5f4da;--color-pink:#fbadce;--color-purple:#897dff;--color-lilac:#b5a1ff;--color-orangey:#ffd28c;--color-blue:#75d8ed;--color-ui-gradient:linear-gradient(135deg,#fbadce,#897dff);--color-ui-gradient-background:linear-gradient(135deg,#fbadce,#897dff);--color-text-gradient:linear-gradient(135deg,#fbadce,#897dff);--gradient-summer-fair:linear-gradient(135deg,#ffd28c,#fbadce);--gradient-lipstick:linear-gradient(135deg,#fbadce,#fc7f8e);--gradient-macha:linear-gradient(135deg,#b5f4da,#75d8ed);--color-grey:#898e9f;--color-grey-dark:#414859;--color-scroll-pink-lt:#fbadce;--color-text-purple:#b5a1ff;--surface50:#898e9f;--light:#f7f3ec;--dark:#111522;--mid:#898e9f}
*{box-sizing:border-box}body{background:#111522;color:#f7f3ec;font-family:system-ui,sans-serif;margin:0;min-height:100vh;width:100%}button,input{font:inherit}button,.button{background:#111522;border:1px solid #898e9f;border-radius:.55rem;color:#f7f3ec;cursor:pointer;padding:.65rem 1rem}button:focus-visible,a:focus-visible,input:focus-visible{outline:3px solid #95efd2;outline-offset:4px}h1,h2,h3,h4{line-height:1.15}h4{font-weight:500}code{font-family:ui-monospace,monospace}.heading-l{font-size:clamp(2rem,6vw,5rem)}.heading-text{font-size:clamp(1.5rem,4vw,3rem)}.box{background:#95efd2;border-radius:14px;height:clamp(38px,12vw,80px);width:clamp(38px,12vw,80px)}.green{background:#95efd2}.purple{background:#897dff}.orange{background:#ffd28c}.gradient-pink{background:linear-gradient(140deg,#fbadce,#fc7f8e)}.gradient-purple{background:linear-gradient(140deg,#b5a1ff,#537ff7)}.center{align-items:center;display:flex;justify-content:center}.text-center{text-align:center}.panel{min-height:100vh;width:100%}.flair:not(img){background-image:url("data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIyNDgiIGhlaWdodD0iMjQ4IiB2aWV3Qm94PSIwIDAgMjQ4IDI0OCI+PGRlZnM+PGxpbmVhckdyYWRpZW50IGlkPSJnIiB4Mj0iMSIgeTI9IjEiPjxzdG9wIHN0b3AtY29sb3I9IiNiNWExZmYiLz48c3RvcCBvZmZzZXQ9IjEiIHN0b3AtY29sb3I9IiM3NWQ4ZWQiLz48L2xpbmVhckdyYWRpZW50PjwvZGVmcz48ZyBmaWxsPSJ1cmwoI2cpIj48cGF0aCBkPSJNODcgMjBoNzR2NjdoNjd2NzRoLTY3djY3SDg3di02N0gyMFY4N2g2N1oiLz48L2c+PC9zdmc+");background-position:center;background-repeat:no-repeat;background-size:contain;height:80px;width:80px}.flair--3:not(img){background-image:url("data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIyNDgiIGhlaWdodD0iMjQ4IiB2aWV3Qm94PSIwIDAgMjQ4IDI0OCI+PGRlZnM+PGxpbmVhckdyYWRpZW50IGlkPSJnIiB4Mj0iMSIgeTI9IjEiPjxzdG9wIHN0b3AtY29sb3I9IiM5NWVmZDIiLz48c3RvcCBvZmZzZXQ9IjEiIHN0b3AtY29sb3I9IiM1MzdmZjciLz48L2xpbmVhckdyYWRpZW50PjwvZGVmcz48ZyBmaWxsPSJ1cmwoI2cpIj48Y2lyY2xlIGN4PSIxMjQiIGN5PSIxMjQiIHI9Ijg4IiBmaWxsPSJub25lIiBzdHJva2U9InVybCgjZykiIHN0cm9rZS13aWR0aD0iNDgiLz48Y2lyY2xlIGN4PSIxODMiIGN5PSI2MCIgcj0iMjMiIGZpbGw9IiNmNmYzZWIiLz48L2c+PC9zdmc+")}.braces{font-size:1rem}img{max-width:100%}
/* External font programs are omitted; preserve readable fallback typography. */
body,button,input,h1,h2,h3,h4,p,span,div{font-family:inherit}body{font-family:system-ui,sans-serif}code,pre{font-family:ui-monospace,monospace}
vendor/gsap-previews/sources/gsap-5042baa8fb49/adapters/script.js실행 안내·자료
window.__STYLEGALLERY_ASSETS__={};
gsap.registerPlugin(ScrollTrigger);
const velocityProxy = { v: 0, s: 0 };
const clamp = gsap.utils.clamp(-2e3, 2e3);
ScrollTrigger.create({
start: 0,
end: () => document.documentElement.scrollHeight - window.innerHeight,
onUpdate(self) {
const raw = clamp(self.getVelocity());
const norm = raw / 1e3;
const strength = Math.min(1, Math.abs(norm));
if (Math.abs(strength) > Math.abs(velocityProxy.s)) {
velocityProxy.v = norm;
velocityProxy.s = strength;
gsap.to(velocityProxy, {
v: 0,
s: 0,
duration: 0.8,
ease: "sine.inOut",
overwrite: true
});
}
}
});
const vert = (
/* glsl */
`
varying vec2 vUv;
varying vec2 vUvCover;
uniform vec2 uTextureSize;
uniform vec2 uQuadSize;
void main(){
vUv = uv;
// "cover" mapping to preserve aspect ratio
float texR = uTextureSize.x / uTextureSize.y;
float quadR = uQuadSize.x / uQuadSize.y;
vec2 s = vec2(1.0);
if (quadR > texR) { s.y = texR / quadR; } else { s.x = quadR / texR; }
vUvCover = vUv * s + (1.0 - s) * 0.5;
gl_Position = vec4(position, 1);
}
`
);
const frag = `
precision highp float;
uniform sampler2D uTexture;
uniform vec2 uTextureSize;
uniform vec2 uQuadSize;
uniform float uTime;
uniform float uScrollVelocity; // signed -1..1
uniform float uVelocityStrength; // 0..1, decays to 0
varying vec2 vUv;
varying vec2 vUvCover;
void main() {
vec2 texCoords = vUvCover;
// drive distortion amount from velocity strength
float amt = 0.03 * uVelocityStrength;
// small wave that doesn’t depend on mouse
float t = uTime * 0.8;
texCoords.y += sin((texCoords.x * 8.0) + t) * amt;
texCoords.x += cos((texCoords.y * 6.0) - t * 0.8) * amt * 0.6;
// optional directional tint: push R/G/B differently by scroll direction
float dir = sign(uScrollVelocity);
vec2 tc = texCoords;
float r = texture2D(uTexture, tc + vec2( amt * 0.50 * dir, 0.0)).r;
float g = texture2D(uTexture, tc + vec2( amt * 0.25 * dir, 0.0)).g;
float b = texture2D(uTexture, tc + vec2(-amt * 0.35 * dir, 0.0)).b;
gl_FragColor = vec4(r, g, b, 1.0);
}
`;
document.querySelectorAll(".frame").forEach(initFrame);
function initFrame(frameEl) {
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
frameEl.appendChild(renderer.domElement);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const geom = new THREE.PlaneGeometry(2, 2);
const uniforms = {
uTexture: { value: null },
uTextureSize: { value: new THREE.Vector2(1, 1) },
uQuadSize: { value: new THREE.Vector2(1, 1) },
uTime: { value: 0 },
uScrollVelocity: { value: 0 },
uVelocityStrength: { value: 0 }
};
const mat = new THREE.ShaderMaterial({
uniforms,
vertexShader: vert,
fragmentShader: frag,
transparent: true
});
const mesh = new THREE.Mesh(geom, mat);
scene.add(mesh);
const url = frameEl.getAttribute("data-img");
const loader = new THREE.TextureLoader();
loader.setCrossOrigin("anonymous");
loader.load(url, (tex) => {
tex.colorSpace = THREE.SRGBColorSpace;
uniforms.uTexture.value = tex;
uniforms.uTextureSize.value.set(tex.image.width, tex.image.height);
layout();
});
function layout() {
const { width, height } = frameEl.getBoundingClientRect();
renderer.setSize(width, height, false);
uniforms.uQuadSize.value.set(width, height);
}
let last = gsap.ticker.time;
function tick(now) {
const dt = now - last;
last = now;
uniforms.uTime.value += dt;
uniforms.uScrollVelocity.value = velocityProxy.v;
uniforms.uVelocityStrength.value = velocityProxy.s;
renderer.render(scene, camera);
}
gsap.ticker.add(tick);
}
addEventListener("load", () => requestAnimationFrame(() => {
document.querySelector(".frame").scrollIntoView({ block: "center", behavior: "instant" });
ScrollTrigger.update();
}));
LICENSE실행 안내·자료
<!--
Copyright (c) 2025 - GreenSock - https://codepen.io/GreenSock/pen/EaVbXeM
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.
-->
GSAP 3.15.0
Copyright 2026, GreenSock. All rights reserved.
Subject to the Standard No Charge License: https://gsap.com/standard-license.
The full notice in each original GSAP library file is preserved.
The MIT License
Copyright © 2010-2023 three.js authors
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.
StyleGallery host adapter and replacement SVG subjects: locally authored.
BEHIND THE EXAMPLE
이 장면을 만드는 원리
공유 입력과 캔버스별 렌더링 비용
입력 계산을 공유해도 렌더러·텍스처·프레임 작업의 수는 별도로 측정합니다.
- 이 예제에서는
- 단일 ScrollTrigger가 제한된 속도를 velocityProxy에 넣고 0.8초에 걸쳐 0으로 되돌립니다. 각 frame은 별도의 WebGLRenderer와 ticker를 만들어 같은 값을 shader uniform으로 읽습니다. 원본 ticker는 밀리초와 초를 혼용해 어댑터에서 GSAP 초 단위로 맞췄습니다. 최초 이미지 로드 후의 layout 외에 resize·dispose 경로는 없습니다.
코드와 함께 확인하기
코드에서 찾기
velocityProxyscript.js모든 캔버스가 공유하는 부호 있는 속도와 강도입니다.
initFramescript.js프레임마다 렌더러·장면·텍스처·ticker를 만듭니다.
const dt = (now - last) * 0.001script.js원본의 단위 혼용을 확인하는 보정 근거입니다.
직접 해보기
빠르게 아래·위로 이동하고 멈춥니다.
살펴볼 변화방향에 따른 색 채널 변화와 0.8초 감쇠가 보이는지 확인합니다.
열세 프레임을 보고 프리뷰를 제거합니다.
살펴볼 변화WebGL 컨텍스트 실패와 제거 뒤 남는 실행 자원을 확인하며 성능 보장을 추정하지 않습니다.
