@vinayjunejaa@mhmudalii@framer Hi! Do you only experience this laggy behavior when you add shaders to your page, or does it persist if you remove them? We have some safeguards for the maximum number of concurrent shader renders, so many shaders on your canvas should not cause any performance issues.
🧵 Crystal lets you turn your logo into glass by letting you add your own images, adding realistic refractions, bevels, contours, animations, and dispersion.
🔥 NEWS: Google just dropped the HTML-in-Canvas API at I/O 2026.
Render HTML directly into WebGL/WebGPU textures with full accessibility and interactivity intact.
🔗 https://t.co/9cSAC8cfc2
#Google#Chrome#WebGL#WebGPU#PlayCanvas#Threejs
Our logo shaders were a huge hit, so today we’re launching two brand-new visuals for you to play with. Can’t wait to see what y’all will cook up with them! ✨
Great article by @trq212. I often use generated HTML to visualize complex architecture changes in my PRs, which would be way more limiting to do in markdown. Cool to see that the team at @AnthropicAI is putting a spotlight on this underrated approach as well.
@rokas_go@benjaminnathan@framer Increasing the asset size won't do much here - we standardize the image to a fixed size to create the texture the shader will be rendered into. I'm seeing a nicely rendered logo in the site you sent (worth to note that I am on a 4k monitor), where do you see the reduced quality?
@rokas_go@benjaminnathan@framer Hey @rokas_go! Shaders render at the node's designed dimensions, both on the canvas and on published pages, so the logo will look as intended once live. If you're exporting and want it sharper, you can try increasing the node's size.