FAQ
Questions, answered.
The short version of how shader.gallery works: how to drop one in, what you're allowed to do with it, and why it costs nothing.
- How do I add one to my site?
- Every shader ships three ways: drop in the
<shader-gallery>web component, call the runtime mount from plain JavaScript, or use the native React, Vue, or Svelte component. There's no build step and no dependencies, so it works the same in a static page or a full framework app. Each shader's page has a copy-paste snippet for all of them. - Can I use these commercially?
- Yes. Everything is MIT-licensed: the runtime, the framework wrappers, and the shader collection itself. Use them in personal or commercial work, free, as long as you keep the copyright notice. No royalties, no usage caps, no attribution beyond that line.
- Will it slow my site down?
- Each shader is a single fragment program running on the GPU behind a tiny, dependency-free runtime. It pauses itself the moment its canvas scrolls offscreen, caps pixel density on high-DPI displays, and shares no global state, so even a page full of tiles stays light.
- Can I make my own or edit them?
- Every shader is plain GLSL you can fork and rewrite. Beyond that, you can breed new variations from existing ones in Evolve, blend two shaders into a hybrid in Mashup, or see what we're cooking in the Workshop.
- Why is shader.gallery free?
- Because there's already a lot of great paid options out there. These come with less restrictive licensing, and they'll stay free.
Browse the gallery
Still stuck? [email protected].