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  • WebGL Image
  • WebGL Provider
  • WebGL Scene
  • WebGL Text
  • WebGL Video
Atelier UI 1.0.0 ©2026
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  1. Docs
  2. /
  3. Webgl Video

WebGL Video

A foundation block that mirrors a video onto a WebGL plane while preserving the DOM element.

  • Install
  • Object-fit
  • With material
  • API
  • Pointer

A structural building block for composing your own WebGL video effects. It is the video counterpart of WebGL Image, so any material you write for one works on the other.

The video is rendered twice: as a real <video> element (hidden when WebGL is on), and as a VideoTexture on a plane that tracks the element's bounding box. The texture pulls each new frame from the same element, so only one video decodes.


Install

Prompt
Add Atelier's WebGL Video to my app.

If there is no components.json, run: npx shadcn@latest init -d
Then run: npx shadcn@latest add https://atelier-ui.com/r/webgl-video.json
That writes the atelier-ui skill under .agents/skills and .claude/skills. Follow it.

This command will install all the dependencies this component uses.

npx shadcn@latest add https://atelier-ui.com/r/webgl-video.json

Install the dependencies first, then feel free to copy the files into your project as you see fit.

npm install three @types/three @react-three/fiber
webgl-video.tsx
"use client"

import { useFrame } from "@react-three/fiber"
import { type ComponentRef, type RefObject, useLayoutEffect, useRef, useState } from "react"
import { type Mesh, SRGBColorSpace, type Texture, VideoTexture } from "three"
import { useDomPlane } from "../../hooks/use-dom-plane"
import { type Pointer, usePointerUv } from "../../hooks/use-pointer-uv"
import { applyUvCrop, computeObjectFit } from "../../lib/object-fit"
import { webglTeleport } from "../webgl-portal/webgl-portal"

export type { Pointer }

type WebglVideoProps = {
    src: string
    material?: (map: Texture, pointer: Pointer) => React.ReactNode
    webglEnabled?: boolean
    segments?: number
    zIndex?: number
    /**
     * Re-measures the DOM rect every frame so the plane follows animated parents (motion, parallax).
     * Costs one layout read per frame, so only enable it when needed.
     */
    autoReflow?: boolean
} & Omit<React.ComponentPropsWithoutRef<"video">, "children" | "src">

type PlaneProps = {
    el: RefObject<HTMLVideoElement | null>
    segments: number
    material?: (map: Texture, pointer: Pointer) => React.ReactNode
    pointer: Pointer
    uvFit: RefObject<{ x: number; y: number }>
    zIndex: number
    autoReflow: boolean
}

function Plane({ el, segments, material, pointer, uvFit, zIndex, autoReflow }: PlaneProps) {
    const mesh = useRef<Mesh>(null)
    const [texture, setTexture] = useState<VideoTexture | null>(null)
    const fitScale = useRef({ x: 1, y: 1 })
    const measureBounds = useDomPlane(el, mesh, { autoReflow, fitScale })

    useLayoutEffect(() => {
        const video = el.current
        if (!video) return

        /*
         * Build the texture from the DOM <video> itself so a single element
         * decodes once. VideoTexture pulls each new frame from it.
         */
        const videoTexture = new VideoTexture(video)
        videoTexture.colorSpace = SRGBColorSpace
        setTexture(videoTexture)
        return () => videoTexture.dispose()
    }, [el])

    useLayoutEffect(() => {
        const target = el.current
        if (!target || !texture) return

        const measure = () => {
            const m = mesh.current
            if (!m) return
            const rect = measureBounds()
            if (!rect) return

            /*
             * videoWidth/Height are 0 until metadata loads, which yields an
             * invalid aspect, so computeObjectFit skips cropping until then.
             */
            const video = texture.image as HTMLVideoElement
            const crop = computeObjectFit(
                rect.width / rect.height,
                video.videoWidth / video.videoHeight,
                getComputedStyle(target).objectFit,
            )

            fitScale.current.x = crop.fitScaleX
            fitScale.current.y = crop.fitScaleY
            pointer.repeat.set(crop.repeatU, crop.repeatV)
            uvFit.current.x = crop.repeatU / crop.fitScaleX
            uvFit.current.y = crop.repeatV / crop.fitScaleY

            applyUvCrop(m.geometry.attributes.uv, segments, crop.repeatU, crop.repeatV)
        }

        measure()

        /* Re-measure once the video reports its intrinsic size. */
        target.addEventListener("loadedmetadata", measure)
        target.addEventListener("resize", measure)

        const ro = new ResizeObserver(measure)
        ro.observe(target)
        ro.observe(document.body)
        return () => {
            ro.disconnect()
            target.removeEventListener("loadedmetadata", measure)
            target.removeEventListener("resize", measure)
        }
    }, [el, texture, segments, uvFit, pointer, measureBounds])

    useFrame(() => {
        /* Browsers without requestVideoFrameCallback need an explicit pull. */
        texture?.update()
    })

    if (!texture) return null

    return (
        <mesh ref={mesh} renderOrder={zIndex}>
            <planeGeometry args={[1, 1, segments, segments]} />
            {material ? (
                material(texture, pointer)
            ) : (
                <meshBasicMaterial map={texture} transparent />
            )}
        </mesh>
    )
}

export function WebglVideo({
    src,
    className,
    style,
    material,
    webglEnabled = true,
    segments = 1,
    zIndex = 0,
    autoReflow = false,
    autoPlay = true,
    muted = true,
    loop = true,
    playsInline = true,
    ...rest
}: WebglVideoProps) {
    const el = useRef<ComponentRef<"video">>(null)
    const uvFit = useRef({ x: 1, y: 1 })
    const pointer = usePointerUv(el, { enabled: webglEnabled, uvFit })

    return (
        <>
            <video
                ref={el}
                src={src}
                className={className}
                style={webglEnabled ? { ...style, opacity: 0 } : style}
                autoPlay={autoPlay}
                muted={muted}
                loop={loop}
                playsInline={playsInline}
                {...rest}
            />

            {webglEnabled && (
                <webglTeleport.In>
                    <Plane
                        el={el}
                        segments={segments}
                        material={material}
                        pointer={pointer}
                        uvFit={uvFit}
                        zIndex={zIndex}
                        autoReflow={autoReflow}
                    />
                </webglTeleport.In>
            )}
        </>
    )
}
use-pointer-uv.ts
import { type RefObject, useEffect, useMemo } from "react"
import { Vector2 } from "three"

export type Pointer = {
    uv: Vector2
    texUv: Vector2
    repeat: Vector2
    hover: number
}

type UsePointerUvOptions = {
    enabled: boolean
    /**
     * Maps element UVs into cropped texture UVs when object-fit trims the
     * media. Defaults to identity, so `texUv` mirrors `uv`.
     */
    uvFit?: RefObject<{ x: number; y: number }>
    getRect?: (el: HTMLElement) => DOMRect
}

/**
 * Tracks the cursor over a DOM element as normalized UVs, mutated in place so
 * shader materials can read it every frame without re-rendering React.
 */
export function usePointerUv(
    el: RefObject<HTMLElement | null>,
    { enabled, uvFit, getRect }: UsePointerUvOptions,
): Pointer {
    const pointer = useMemo<Pointer>(() => {
        return {
            uv: new Vector2(0.5, 0.5),
            texUv: new Vector2(0.5, 0.5),
            repeat: new Vector2(1, 1),
            hover: 0,
        }
    }, [])

    useEffect(() => {
        if (!enabled) return
        const target = el.current
        if (!target) return

        /*
         * Pointer events still fire on the DOM element through opacity:0,
         * so the browser tells us when the cursor is over it.
         */
        const onMove = (event: PointerEvent) => {
            const rect = getRect ? getRect(target) : target.getBoundingClientRect()
            const x = (event.clientX - rect.left) / rect.width
            const y = 1 - (event.clientY - rect.top) / rect.height
            const fit = uvFit?.current ?? { x: 1, y: 1 }
            pointer.uv.set(x, y)
            pointer.texUv.set(x * fit.x + (1 - fit.x) / 2, y * fit.y + (1 - fit.y) / 2)
        }

        const onEnter = () => (pointer.hover = 1)
        const onLeave = () => (pointer.hover = 0)

        target.addEventListener("pointermove", onMove)
        target.addEventListener("pointerenter", onEnter)
        target.addEventListener("pointerleave", onLeave)

        /*
         * Hover in too fast and pointerenter fires before these listeners
         * attach, so seed hover from the live :hover state instead.
         */
        if (target.matches(":hover")) pointer.hover = 1

        return () => {
            target.removeEventListener("pointermove", onMove)
            target.removeEventListener("pointerenter", onEnter)
            target.removeEventListener("pointerleave", onLeave)
        }
    }, [enabled, el, pointer, uvFit, getRect])

    return pointer
}
use-dom-plane.ts
import { useFrame, useThree } from "@react-three/fiber"
import { type RefObject, useCallback, useRef } from "react"
import type { Mesh } from "three"

type UseDomPlaneOptions = {
    /**
     * Re-measures the DOM rect every frame so the plane follows animated
     * parents (motion, parallax). Costs one layout read per frame.
     */
    autoReflow: boolean
    fitScale?: RefObject<{ x: number; y: number }>
    getRect?: (el: HTMLElement) => DOMRect
}

/**
 * Positions and scales a mesh to cover a DOM element on the shared canvas.
 * Scroll is applied every frame. Layout changes are not observed here: the
 * caller calls `measureBounds` when the element resizes or repaints.
 */
export function useDomPlane(
    el: RefObject<HTMLElement | null>,
    mesh: RefObject<Mesh | null>,
    { autoReflow, fitScale, getRect }: UseDomPlaneOptions,
) {
    const size = useThree((state) => state.size)
    const viewport = useThree((state) => state.viewport)
    const bounds = useRef({ x: 0, y: 0, width: 0, height: 0 })

    const measureBounds = useCallback(() => {
        const target = el.current
        if (!target) return null

        /*
         * Rect in document coords so viewport position later needs only
         * window.scrollX/Y, instead of re-measuring bounds every render.
         */
        const rect = getRect ? getRect(target) : target.getBoundingClientRect()
        bounds.current.x = rect.left + window.scrollX
        bounds.current.y = rect.top + window.scrollY
        bounds.current.width = rect.width
        bounds.current.height = rect.height
        return rect
    }, [el, getRect])

    useFrame(() => {
        const m = mesh.current
        if (!m) return
        const pxToWorld = viewport.height / size.height
        const fit = fitScale?.current ?? { x: 1, y: 1 }

        const transitioning = document.documentElement.hasAttribute("data-atelier-transitioning")

        if ((autoReflow || transitioning) && el.current) {
            const rect = getRect ? getRect(el.current) : el.current.getBoundingClientRect()
            m.position.x = (rect.left + rect.width / 2 - size.width / 2) * pxToWorld
            m.position.y = -(rect.top + rect.height / 2 - size.height / 2) * pxToWorld
            m.scale.x = rect.width * pxToWorld * fit.x
            m.scale.y = rect.height * pxToWorld * fit.y
            return
        }

        const { x, y, width, height } = bounds.current
        m.position.x = (x + width / 2 - window.scrollX - size.width / 2) * pxToWorld
        m.position.y = -(y + height / 2 - window.scrollY - size.height / 2) * pxToWorld
        m.scale.x = width * pxToWorld * fit.x
        m.scale.y = height * pxToWorld * fit.y
    })

    return measureBounds
}
object-fit.ts
import type { BufferAttribute, InterleavedBufferAttribute } from "three"

export type ObjectFitCrop = {
    repeatU: number
    repeatV: number
    fitScaleX: number
    fitScaleY: number
}

/**
 * Replicates CSS object-fit on a WebGL plane: cover crops via UV repeat,
 * contain shrinks the mesh scale (UVs alone can't letterbox).
 *
 * Returns the neutral crop while the media aspect is unknown (e.g. a video
 * before its metadata loads reports 0x0).
 */
export function computeObjectFit(
    planeAspect: number,
    mediaAspect: number,
    objectFit: string,
): ObjectFitCrop {
    const crop: ObjectFitCrop = { repeatU: 1, repeatV: 1, fitScaleX: 1, fitScaleY: 1 }
    if (!Number.isFinite(mediaAspect) || mediaAspect <= 0) return crop

    if (objectFit === "cover") {
        if (planeAspect > mediaAspect) {
            crop.repeatV = mediaAspect / planeAspect
        } else {
            crop.repeatU = planeAspect / mediaAspect
        }
    } else if (objectFit === "contain") {
        if (planeAspect > mediaAspect) {
            crop.fitScaleX = mediaAspect / planeAspect
        } else {
            crop.fitScaleY = planeAspect / mediaAspect
        }
    }

    return crop
}

/** Rewrites a plane's UV grid so the texture samples the cropped region. */
export function applyUvCrop(
    uvAttribute: BufferAttribute | InterleavedBufferAttribute,
    segments: number,
    repeatU: number,
    repeatV: number,
) {
    const offsetU = (1 - repeatU) / 2
    const offsetV = (1 - repeatV) / 2

    for (let iy = 0; iy <= segments; iy++) {
        for (let ix = 0; ix <= segments; ix++) {
            const index = iy * (segments + 1) + ix
            const u = ix / segments
            const v = 1 - iy / segments
            uvAttribute.setXY(index, u * repeatU + offsetU, v * repeatV + offsetV)
        }
    }

    uvAttribute.needsUpdate = true
}
webgl-portal.tsx
"use client"

import {
    type ReactNode,
    Suspense,
    useEffect,
    useId,
    useLayoutEffect,
    useSyncExternalStore,
} from "react"

const useIsoLayoutEffect = typeof window !== "undefined" ? useLayoutEffect : useEffect

// Minimal teleport: <In> registers children in an external store,
// <Out> renders them — bridges across the Canvas React root the same
function WebglTeleport() {
    const items = new Map<string, ReactNode>()
    const listeners = new Set<() => void>()
    let snapshot: [string, ReactNode][] = []

    const emit = () => {
        snapshot = Array.from(items.entries())
        for (const listener of listeners) {
            listener()
        }
    }

    const subscribe = (listener: () => void) => {
        listeners.add(listener)
        return () => {
            listeners.delete(listener)
        }
    }
    const getSnapshot = () => snapshot

    function useItems() {
        return useSyncExternalStore(subscribe, getSnapshot, getSnapshot)
    }

    return {
        In({ children }: { children: ReactNode }) {
            const id = useId()

            useIsoLayoutEffect(() => {
                items.set(id, children)
                emit()
                return () => {
                    items.delete(id)
                    emit()
                }
            }, [id, children])
            return null
        },
        useItems,
        Out() {
            const list = useItems()
            return (
                <>
                    {list.map(([id, node]) => (
                        <Suspense key={id} fallback={null}>
                            {node}
                        </Suspense>
                    ))}
                </>
            )
        },
    }
}

const webglTeleport = WebglTeleport()
const effectTeleport = WebglTeleport()

export function WebglPortal() {
    return <webglTeleport.Out />
}

export { effectTeleport, webglTeleport }
webgl-provider.tsx
"use client"

import { advance, Canvas, type CanvasProps, useStore, useThree } from "@react-three/fiber"
import { EffectComposer } from "@react-three/postprocessing"
import { cancelFrame, type FrameData, frame } from "motion"
import { type ComponentRef, type ReactNode, useEffect, useRef, useState } from "react"
import type { Camera, Scene } from "three"
import { effectTeleport, WebglPortal } from "../webgl-portal/webgl-portal"

type WebglProviderProps = Omit<CanvasProps, "children" | "eventSource"> & {
    children: ReactNode
    className?: string
    contained?: boolean
}

type WebglReadyOptions = {
    scene?: Scene
    camera?: Camera
    enabled?: boolean
    onReady?: () => void
}

export function useWebglReady({ scene, camera, enabled = true, onReady }: WebglReadyOptions = {}) {
    const [ready, setReady] = useState(false)
    const gl = useThree((state) => state.gl)
    const defaultScene = useThree((state) => state.scene)
    const defaultCamera = useThree((state) => state.camera)
    const onReadyRef = useRef(onReady)
    onReadyRef.current = onReady

    const targetScene = scene ?? defaultScene
    const targetCamera = camera ?? defaultCamera

    useEffect(() => {
        if (!enabled) return
        let active = true

        gl.compileAsync(targetScene, targetCamera).then(() => {
            if (!active) return
            requestAnimationFrame(() => {
                if (!active) return
                setReady(true)
                onReadyRef.current?.()
            })
        })

        return () => {
            active = false
        }
    }, [gl, targetScene, targetCamera, enabled])

    return ready
}

// Renders in Motion's `postRender` phase, after Lenis and Motion have
// updated. One shared driver serves every mounted provider.
type CanvasStore = ReturnType<typeof useStore>
const canvasStores = new Set<CanvasStore>()
let clockStart: number | null = null

function tick(data: FrameData) {
    if (clockStart === null) clockStart = data.timestamp

    // frameloop="never" expects the elapsed clock time in seconds.
    const elapsed = (data.timestamp - clockStart) / 1000

    let runGlobalEffects = true
    for (const store of canvasStores) {
        const state = store.getState()
        if (state.internal.active) {
            advance(elapsed, runGlobalEffects, state)
            runGlobalEffects = false
        }
    }
}

function MotionFrameloop() {
    const store = useStore()

    useEffect(() => {
        canvasStores.add(store)
        if (canvasStores.size === 1) frame.postRender(tick, true)
        return () => {
            canvasStores.delete(store)
            if (canvasStores.size === 0) cancelFrame(tick)
        }
    }, [store])

    return null
}

function Effects() {
    const effects = effectTeleport.useItems()
    const gl = useThree((state) => state.gl)
    const mounted = effects.length > 0

    // EffectComposer sets `renderer.autoClear = false` and never restores it;
    // without this the canvas keeps its last frame once the composer unmounts.
    useEffect(() => {
        if (!mounted) return
        return () => {
            gl.autoClear = true
        }
    }, [mounted, gl])

    if (!mounted) return null

    return (
        <EffectComposer key={effects.length}>
            <effectTeleport.Out />
        </EffectComposer>
    )
}

export function WebglProvider({
    children,
    className,
    style,
    contained = false,
    ...canvasProps
}: WebglProviderProps) {
    const [eventSource, setEventSource] = useState<ComponentRef<"div"> | null>(null)

    return (
        <div
            ref={setEventSource}
            data-atelier-webgl=""
            className={className}
            style={contained ? { position: "relative" } : { display: "contents" }}
        >
            <Canvas
                eventPrefix="client"
                dpr={[1, 2]}
                {...canvasProps}
                frameloop="never"
                eventSource={eventSource ?? undefined}
                style={{
                    position: contained ? "absolute" : "fixed",
                    inset: 0,
                    pointerEvents: "none",
                    ...style,
                }}
            >
                <MotionFrameloop />
                <WebglPortal />
                <Effects />
            </Canvas>

            {children}
        </div>
    )
}

All WebGL components render through one shared canvas. Add the WebglProvider once at the root of your app:

Root layout
import { WebglProvider } from "@/components/webgl-provider/webgl-provider";

export default function RootLayout({ children }) {
  return <WebglProvider>{children}</WebglProvider>;
}

With no material, the plane uses a meshBasicMaterial and looks identical to a plain <video>. The video autoplays muted and looped by default, so it plays without a user gesture:

Default material
<WebglVideo src="/clip.mp4" className="w-full h-auto" />

Object-fit

object-fit: cover and object-fit: contain are replicated on the plane. Set it the way you would on a normal <video>:

Cover and contain
<WebglVideo src="/clip.mp4" className="w-full h-64 object-cover" />

With material

material lets you provide your own R3F material. It receives the VideoTexture and a live pointer (UV + hover). Reuse the exact shader you wrote for a still image:

Custom shader material
<WebglVideo
  src="/clip.mp4"
  material={(map, pointer) => (
    <myShaderMaterial
      uMap={map}
      uPointer={pointer.uv}
      uHover={pointer.hover}
      transparent
    />
  )}
/>

The pointer object is mutated in place, so reading it inside a useFrame gives current values without re-renders.

Use segments to subdivide the plane when your shader displaces vertices. 1 is enough for fragment-only effects.


API

NameTypeDefaultDescription
srcstring—Video source. Required.
material(map: Texture, pointer: Pointer) => ReactNode—Custom R3F material. Receives the video texture and a live pointer.
segmentsnumber1Plane geometry subdivisions. Increase for vertex-displacing shaders.
webglEnabledbooleantrueToggle the WebGL plane. When false, only the DOM video is rendered.
zIndexnumber0Render order within the WebGL portal.
autoReflowbooleanfalseRe-measures the DOM rect every frame.

Standard <video> attributes (className, style, poster, controls, ...) are accepted and forwarded to the DOM element. autoPlay, muted, loop and playsInline default to true and can be overridden.

Pointer

NameTypeDescription
uvVector2Normalized pointer position inside the element. (0, 0) is bottom-left, (1, 1) is top-right.
hovernumber1 while the pointer is over the element, 0 otherwise.

React Three Fiber
React renderer for Three.js.

Motion
React animation library.

WebGL Provider (Atelier)
A single shared WebGL canvas for the whole app.

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