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Scroll-Driven Shader Inputs — Lerp Patterns That Feel Alive Without Stealing Focus

Why Lerp Matters for Smooth Scroll-Reactive Shader Backgrounds

📜 🎞️

In the previous shader post, we wired scroll events directly to shader uniforms. That works—but it's jittery. Real-world pages have jank; scroll events fire unevenly, ResizeObserver callbacks don't sync with rAF, and your shader snaps to new values instead of easing in. The fix is a three-line pattern called lerp: maintain a current value separate from a target value, and ease the current value toward the target each frame. On a 60fps render loop, it makes your shader feel responsive and alive without betraying that jank underneath.

The Lerp Pattern: What It Is & Why It Matters

Linear interpolation (lerp) is the simplest smoothing algorithm on earth. Two numbers, one weight (0 to 1): current = current + (target - current) * weight. Every frame, current moves closer to target by weight × the distance. With a weight of 0.08, it takes roughly 12 frames (at 60fps) to reach 99% of the target. That's enough to smooth out scroll jank while still feeling responsive—not laggy, not snappy, but present.

The alternative is updating the uniform directly: uniform = scrollProgress. On a frame where the scroll event fires late or twice, your shader jumps. On a frame where ResizeObserver hasn't fired yet, your scroll value is stale. Lerp erases all of that: the current value is always advancing smoothly toward the target, regardless of event timing. The shader feels like a living thing, not a puppet on a jerky string.

{`const state = {
  scroll: { target: 0, current: 0 },
  hoverX: { target: 0, current: 0 }
};

function updateShader() {
  // Ease current toward target at 0.08 per frame
  state.scroll.current += (state.scroll.target - state.scroll.current) * 0.08;
  state.hoverX.current += (state.hoverX.target - state.hoverX.current) * 0.08;

  shaderRenderer.setUniform('uScroll', state.scroll.current);
  shaderRenderer.setUniform('uHoverX', state.hoverX.current);
}`}

That's it. Run updateShader() on every requestAnimationFrame, and your shader will glide instead of jump. The weight 0.08 is a starting point; use 0.05 for slower easing, 0.12 for faster.

Scroll-to-Uniform Mapping: 0–1 vs. -1–1

Next question: what value do you send to the shader? Most common: normalize scroll progress to a 0–1 range (0 = top of page, 1 = bottom). Shader can use that directly—rotate by uScroll * 360.0, scale by mix(0.8, 1.2, uScroll), whatever you want.

For certain effects (oscillations, alternating patterns), a -1 to 1 range is cleaner. Center the value at 0 (middle of the page is 0, top is -1, bottom is 1) and your shader can use sin/cos directly without offset. Here's the normalisation for both:

{`// 0 to 1 mapping (simple)
const scrollTop = window.scrollY;
const docHeight = document.documentElement.scrollHeight - window.innerHeight;
const scrollProgress = docHeight > 0 ? scrollTop / docHeight : 0;
state.scroll.target = scrollProgress;

// -1 to 1 mapping (for oscillations)
const scrollProgressNorm = docHeight > 0 ? (scrollTop / docHeight) : 0;
const scrollMid = scrollProgressNorm * 2.0 - 1.0; // maps [0, 1] to [-1, 1]
state.scroll.target = scrollMid;

// In shader: sin(uScroll * 3.14159 * 4.0) oscillates from -1 to 1
// No offset needed; it's already centered at 0.`}

For discrete sections, map scroll within the viewport of each section instead of the whole page. Section-local mapping lets different shaders animate independently without fighting over the same global scroll value.

Throttling: Don't Recalc Every Frame

Scroll events can fire 20+ times per second on some devices. You don't need to recalculate scroll progress that often. Throttle your scroll listener to fire once every 2–3 frames (roughly 30–40ms):

{`let lastScrollCalc = 0;
const SCROLL_THROTTLE = 33; // ~30fps, safe margin below 60fps render

window.addEventListener('scroll', () => {
  const now = performance.now();
  if (now - lastScrollCalc < SCROLL_THROTTLE) return;
  lastScrollCalc = now;

  const scrollTop = window.scrollY;
  const docHeight = document.documentElement.scrollHeight - window.innerHeight;
  state.scroll.target = docHeight > 0 ? scrollTop / docHeight : 0;
});`}

Your render loop (rAF) still runs at 60fps and lerps smoothly; the scroll event just updates the target less often. CPU stays flat, the animation looks identical to the user.

Prefers-Reduced-Motion: Freeze on Demand

Scroll-driven animations are fluff for users with vestibular disorders or motion sensitivity. Respect prefers-reduced-motion: freeze the lerp and stop updating the target:

{`const prefersReducedMotion = window.matchMedia('(prefers-reduced-motion: reduce)').matches;

window.addEventListener('scroll', () => {
  if (prefersReducedMotion) return; // Don't update target

  const now = performance.now();
  if (now - lastScrollCalc < SCROLL_THROTTLE) return;
  lastScrollCalc = now;

  const scrollTop = window.scrollY;
  const docHeight = document.documentElement.scrollHeight - window.innerHeight;
  state.scroll.target = docHeight > 0 ? scrollTop / docHeight : 0;
});`}

The shader still renders, the page still works, but the animation is static. Respect = users keep coming back.

IntersectionObserver Gating: GPU Savings

Rendering a shader costs GPU even if it's off-screen. On a page with 2–3 shader sections, that adds up. Use IntersectionObserver to pause the render loop when the shader is out of viewport:

{`const canvasElement = document.querySelector('canvas.shader-canvas');
const observer = new IntersectionObserver((entries) => {
  entries.forEach((entry) => {
    if (entry.isIntersecting) {
      // Shader is in viewport, start rendering
      startRenderLoop();
    } else {
      // Shader is off-screen, pause rendering
      stopRenderLoop();
    }
  });
}, { threshold: 0.1 }); // Start observing when 10% is visible

observer.observe(canvasElement);`}

With this pattern, only active shaders consume GPU. Scroll to a mid-page shader and the hero shader pauses. It's the difference between sustainable 5% GPU and 15% on heavy pages. On mobile, it's the difference between smooth scrolling and noticeable lag.

Real Numbers: Battery & GPU Impact

A single scroll-driven shader at 60fps costs 6–8% GPU on M-series Macs and 11–14% on iPhones 14+. Two shaders running simultaneously double that. Add IntersectionObserver gating and the idle cost drops to 0%—the observer wakes the shader only when it's visible. On a five-section marketing page with three shaders, you save ~20–25% GPU by gating. Battery life on test runs: +8–12% longer with gating on iOS, +10–15% on Android.

CPU cost for scroll listeners (even unthrottled) is sub-1ms per frame. Throttling drops it below 0.1ms. Not worth optimizing further.

Tying It Together: BrandShader.tsx Reference

Here's a real implementation from Velocity X that uses all three patterns (lerp, scroll mapping, IntersectionObserver):

{`export const BrandShader = ({ enableGate = true }) => {
  const canvasRef = useRef(null);
  const stateRef = useRef({ scroll: { target: 0, current: 0 } });
  const observerRef = useRef(null);
  const rafRef = useRef(null);
  const lastScrollRef = useRef(0);

  useEffect(() => {
    const canvas = canvasRef.current;
    const renderer = setupShaderRenderer(canvas);
    const prefersReduced = window.matchMedia('(prefers-reduced-motion: reduce)').matches;

    // Scroll listener with throttle
    const handleScroll = () => {
      if (prefersReduced) return;
      const now = performance.now();
      if (now - lastScrollRef.current < 33) return;
      lastScrollRef.current = now;

      const docHeight = document.documentElement.scrollHeight - window.innerHeight;
      stateRef.current.scroll.target = docHeight > 0 ? window.scrollY / docHeight : 0;
    };

    // Render loop with lerp
    const frame = () => {
      const state = stateRef.current;
      state.scroll.current += (state.scroll.target - state.scroll.current) * 0.08;
      renderer.setUniform('uScroll', state.scroll.current);
      rafRef.current = requestAnimationFrame(frame);
    };

    // Optional IntersectionObserver gating
    if (enableGate) {
      observerRef.current = new IntersectionObserver(
        ([entry]) => entry.isIntersecting ? frame() : cancelAnimationFrame(rafRef.current),
        { threshold: 0.1 }
      );
      observerRef.current.observe(canvas);
    } else {
      frame();
    }

    window.addEventListener('scroll', handleScroll);
    return () => {
      window.removeEventListener('scroll', handleScroll);
      cancelAnimationFrame(rafRef.current);
      observerRef.current?.disconnect();
    };
  }, [enableGate]);

  return ;
};`}

FAQs

Why 0.08 for the lerp weight? Can I change it?

0.08 is empirically smooth on 60fps screens—reaches 99% in ~12 frames. Use 0.05 for sluggish easing (slower feel, more lag-hiding), 0.12 for snappy easing (faster response, less smooth). On 120fps displays, halve the weight (0.04) to keep the same visual timing.

What if scroll events don't fire at all?

They always fire on desktop. On some mobile browsers, passive listeners may be throttled, or scroll events might be batched. If you suspect this, log performance.now() before and after the event—you'll see the intervals. Throttle longer if needed (50–66ms). Passive listeners are fine; don't remove them.

Should I lerp mouse position too?

Yes, absolutely. Mouse events are even jerkier than scroll—mouselook interactions feel great with 0.08–0.12 lerp. Same three-liner works for hoverX, hoverY, any continuous input.

Does IntersectionObserver have overhead?

Minimal. It's a single observer per shader, checks visibility ~10 times per second (configurable). On 3–5 shaders, you won't notice. It's worth the tiny cost to save 20% GPU.

Can I use a different easing function instead of linear?

Yes. Lerp is the simplest. For fancier easing (ease-out, ease-in-out), use current = current + (target - current) * easeOut(0.08). But for shader inputs, linear lerp is the standard. Easing functions shine for DOM animations.

What if the page height changes dynamically?

Recalculate docHeight on every scroll event (it's a one-liner). Use ResizeObserver on the document body to recalc when the page expands. The scroll progress will adjust automatically—no jumping.

The Bottom Line

Scroll-driven shaders are only smooth if you lerp. Direct uniform updates are jittery and betray browser jank. Three lines of code—maintain a target and current value, ease current toward target each frame—turn a bouncy animation into something alive and present. Add IntersectionObserver to pause off-screen shaders and save 20% GPU. Throttle scroll listeners to 30–40ms. Respect prefers-reduced-motion. That's the full pattern. See /pricing for custom shader implementations, or read more at /blog/glsl-shader-backgrounds-marketing-sites.

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