A phosphor cell wall with scanline timing, subpixel triads, signal dropout and pointer-driven charge accumulation.
ReadyDPR ≤ 2RESPONSIVEPOINTER SAFE
RENDERERCanvas 2D
DEPENDENCIESReact + Canvas 2D
OUTPUTAdaptive live canvas
MOTIONReduced-safe
A phosphor cell wall with scanline timing, subpixel triads, signal dropout and pointer-driven charge accumulation.
- Hero backdrops
- Section transitions
- Ambient product moments
- Subpixel triads use real channel ordering
- Scan timing and phosphor persistence create layered motion
- Pointer charge accumulates locally and fades over time
- A component-specific renderer and control contract—not a palette swap of another release
- Compact and full previews share one visibility-aware production renderer
Adaptive sampling, capped DPR and visibility-based suspension keep the renderer predictable. Test density on low-power mobile hardware before increasing it.
Pointer and touch coordinates are container-scoped; offscreen renderers stop work and pixel ratio is capped.
The visual canvas is decorative by default. Pair it with a semantic heading or description, and reduced motion holds a stable rendered frame.
BEHAVIOR
Built to move without taking over.
- Subpixel triads use real channel ordering
- Scan timing and phosphor persistence create layered motion
- Pointer charge accumulates locally and fades over time
- A component-specific renderer and control contract—not a palette swap of another release
- Compact and full previews share one visibility-aware production renderer
USE IT
Sign in, copy the source, rename it, tune the values and ship it inside your own system.
