Flow

Effects / WebGL shader

Topographic lines

Contour lines like a terrain map that slowly drift and reshape.

Prompt to build it

Build drifting topographic contour lines in dark ink on sand. In a fragment shader, sample layered value noise, take fract(n * levels), and draw anti-aliased lines with fwidth at each level crossing. Make it responsive, cap devicePixelRatio at 2, pause when off-screen, and show a still frame when prefers-reduced-motion is set. No external libraries.

Tested code

One self-contained HTML file with no libraries: the same code that runs above. Your AI gets it from Flow's get_effect tool.

Show the code
<!doctype html> <html lang="en"> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <title>Topographic lines | Flow effect</title> <!-- Flow effect: Topographic lines (https://flow.donta.io/effects/topographic-lines) Self-contained: no libraries. Copy the .fx-stage element, the CSS and the script into your project and size .fx-stage however you like. --> <style> :root { --display: "Bricolage Grotesque", ui-sans-serif, system-ui, sans-serif; --body: ui-sans-serif, system-ui, sans-serif; } html, body { margin: 0; min-height: 100%; background: #0e0e10; display: grid; place-items: center; } .fx-stage { width: min(100vw, 960px); } /* Stage that every effect fills. Container units (cqw/cqmin) size the art. */ .fx-stage { position: relative; aspect-ratio: 4 / 3; overflow: hidden; border-radius: 16px; container-type: size; background: #111; isolation: isolate; } .fx-fill { position: absolute; inset: 0; } .fx-fallback { position: absolute; inset: 0; } .fx-center { display: grid; place-items: center; } @media (prefers-reduced-motion: reduce) { .fx-stage *, .fx-stage *::before, .fx-stage *::after { animation-play-state: paused !important; } } </style> </head> <body> <div class="fx-stage"><canvas class="fx-fill" aria-hidden="true" style="width:100%;height:100%;display:block"></canvas></div> <script> function flowLoop(el, frame, opts) { opts = opts || {}; if (matchMedia("(prefers-reduced-motion: reduce)").matches) { for (let i = 0; i < (opts.stillFrames || 1); i++) frame(2 + i / 60); return function () {}; } let raf = 0, onScreen = true, last = 0; const start = performance.now(), gap = opts.fps ? 1000 / opts.fps : 0; const io = new IntersectionObserver(function (e) { onScreen = e[0].isIntersecting; }); io.observe(el); function tick(now) { raf = requestAnimationFrame(tick); if (!onScreen || document.hidden || (gap && now - last < gap)) return; last = now; frame((now - start) / 1000); } raf = requestAnimationFrame(tick); return function () { cancelAnimationFrame(raf); io.disconnect(); }; } function flowShader(canvas, frag, o) { o = o || {}; const gl = canvas.getContext("webgl2", { antialias: false }); function fail(msg) { console.warn("[flow]", msg); canvas.style.background = o.fallback || "#111"; } if (!gl) return fail("WebGL2 not available"); function compile(type, src) { const s = gl.createShader(type); gl.shaderSource(s, src); gl.compileShader(s); if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) { fail(gl.getShaderInfoLog(s)); return null; } return s; } const vs = compile(gl.VERTEX_SHADER, "#version 300 es\nin vec2 p;void main(){gl_Position=vec4(p,0.0,1.0);}"); const fs = compile(gl.FRAGMENT_SHADER, frag); if (!vs || !fs) return; const prog = gl.createProgram(); gl.attachShader(prog, vs); gl.attachShader(prog, fs); gl.linkProgram(prog); gl.useProgram(prog); gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW); const loc = gl.getAttribLocation(prog, "p"); gl.enableVertexAttribArray(loc); gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0); const U = function (n) { return gl.getUniformLocation(prog, n); }; const uRes = U("u_res"), uTime = U("u_time"), uMouse = U("u_mouse"), uDpr = U("u_dpr"); const dpr = Math.min(devicePixelRatio || 1, 2) * (o.scale || 1); let mouse = [0.5, 0.5]; canvas.addEventListener("pointermove", function (e) { const r = canvas.getBoundingClientRect(); mouse = [(e.clientX - r.left) / r.width, 1 - (e.clientY - r.top) / r.height]; }); function size() { canvas.width = Math.max(1, Math.round(canvas.clientWidth * dpr)); canvas.height = Math.max(1, Math.round(canvas.clientHeight * dpr)); gl.viewport(0, 0, canvas.width, canvas.height); } size(); new ResizeObserver(size).observe(canvas); return flowLoop(canvas, function (t) { gl.uniform2f(uRes, canvas.width, canvas.height); gl.uniform1f(uTime, t); gl.uniform2f(uMouse, mouse[0], mouse[1]); gl.uniform1f(uDpr, dpr); gl.drawArrays(gl.TRIANGLES, 0, 3); }); } const FRAG = `#version 300 es precision highp float; uniform vec2 u_res; uniform float u_time; uniform vec2 u_mouse; uniform float u_dpr; out vec4 o; float hash(vec2 p) { p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); return fract(p.x * p.y); } float vnoise(vec2 p) { vec2 i = floor(p), f = fract(p); vec2 u = f * f * (3.0 - 2.0 * f); return mix(mix(hash(i), hash(i + vec2(1, 0)), u.x), mix(hash(i + vec2(0, 1)), hash(i + vec2(1, 1)), u.x), u.y); } float fbm(vec2 p) { float v = 0.0, a = 0.5; for (int i = 0; i < 4; i++) { v += a * vnoise(p); p = p * 2.03 + 11.7; a *= 0.5; } return v; } void main() { vec2 uv = gl_FragCoord.xy / min(u_res.x, u_res.y); float n = fbm(uv * 2.2 + vec2(u_time * 0.025, -u_time * 0.018)); float levels = 14.0; float v = n * levels; float f = fract(v); float w = fwidth(v); float major = step(4.5, mod(floor(v), 5.0)); float line = 1.0 - smoothstep(0.0, w * (1.2 + major * 1.2), min(f, 1.0 - f)); vec3 sand = vec3(0.91, 0.86, 0.76); vec3 ink = vec3(0.17, 0.13, 0.09); o = vec4(mix(sand, ink, line * 0.9), 1.0); }`; flowShader(document.querySelector(".fx-stage canvas"), FRAG, { fallback: "#e8dcc2" }); </script> </body> </html>

How it works

Evaluate smooth noise per pixel and draw a thin line wherever the value crosses an evenly spaced level; animate the noise slowly over time.

Guardrails

  • Keep the drift slow; it should feel like weather, not water.
  • Respect prefers-reduced-motion: show a still frame instead of the animation.
  • Pause when off-screen or when the tab is hidden (IntersectionObserver + visibilitychange).
  • Keep text off busy animated areas, or give it a solid backing that passes WCAG contrast.
  • One showpiece effect per page. If everything moves, nothing stands out.