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@Mikkareem
Last active April 1, 2026 08:58
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Wobble Text in Compose Multiplatform

Using Shaders

Targets: (Android, IOS, JVM/Desktop)

kotlin {
...
applyDefaultHierarchyTemplate()
sourceSets {
val commonMain by getting
val nativeMain by getting
val jvmMain by getting
val nonAndroidMain by creating {
dependsOn(commonMain)
}
nativeMain.dependsOn(nonAndroidMain)
jvmMain.dependsOn(nonAndroidMain)
...
}
}
import androidx.compose.ui.graphics.Shader
expect class AppShader
expect fun createAppShader(shaderCode: String): AppShader
expect fun AppShader.makeShader(
uniforms: Array<Pair<String, Number>>,
children: Array<Pair<String, Shader>>
): Shader
import android.graphics.RuntimeShader
import android.os.Build
import androidx.annotation.RequiresApi
import androidx.compose.ui.graphics.Shader
actual typealias AppShader = RuntimeShader
@RequiresApi(Build.VERSION_CODES.TIRAMISU)
actual fun createAppShader(shaderCode: String): AppShader {
return AppShader(shaderCode)
}
@RequiresApi(Build.VERSION_CODES.TIRAMISU)
actual fun AppShader.makeShader(
uniforms: Array<Pair<String, Number>>,
children: Array<Pair<String, Shader>>
): Shader {
// Intentionally take 1st shader only
if(children.size > 0) {
setInputShader(children[0].first, children[0].second)
}
uniforms.forEach {
setFloatUniform(it.first, it.second.toFloat())
}
return this
}
import androidx.compose.ui.graphics.Shader
import androidx.compose.ui.graphics.asComposeShader
import androidx.compose.ui.graphics.skiaShader
import org.jetbrains.skia.Data
import org.jetbrains.skia.RuntimeEffect
actual typealias AppShader = RuntimeEffect
actual fun createAppShader(shaderCode: String): AppShader {
return AppShader.makeForShader(shaderCode)
}
actual fun AppShader.makeShader(
uniforms: Array<Pair<String, Number>>,
children: Array<Pair<String, Shader>>
): Shader {
// Intentionally take 1st shader only
// Here we cannot provide named allocations, so, pass it in order as per ShaderCode
return makeShader(
uniforms = uniformData(*(uniforms.map { it.second }).toTypedArray()),
children = arrayOf(children.get(0).second.skiaShader),
localMatrix = null
).asComposeShader()
}
private fun uniformData(vararg num: Number): Data {
return Data.makeFromBytes(
bytes = sequence {
num.forEach { yieldBytes(it) }
}.toList().toByteArray()
)
}
private suspend fun SequenceScope<Byte>.yieldBytes(num: Number) {
val v = when(num) {
is Int -> num
is Float -> num.toBits()
else -> TODO()
}
repeat(4) {
yield( (v shr (it*8)).toByte() )
}
}
import androidx.compose.animation.core.withInfiniteAnimationFrameMillis
import androidx.compose.foundation.layout.Box
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.produceState
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
import androidx.compose.runtime.setValue
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.drawWithCache
import androidx.compose.ui.graphics.ImageBitmap
import androidx.compose.ui.graphics.ImageShader
import androidx.compose.ui.graphics.Shader
import androidx.compose.ui.graphics.ShaderBrush
import androidx.compose.ui.unit.sp
import kotlinx.coroutines.launch
@Composable
fun WobbleTextTest() {
val scope = rememberCoroutineScope()
var imageBitmap by remember {
mutableStateOf<ImageBitmap?>(null)
}
val time by produceState(0f) {
while (true) {
withInfiniteAnimationFrameMillis {
value = it / 1000f
}
}
}
val drawModifier = Modifier
.drawWithCache {
// Creates or recycled the GraphicsLayer
val layer = obtainGraphicsLayer()
val appShader = createAppShader(shaderCode)
layer.apply {
record {
drawContent()
}
// scaleX = 2f
// scaleY = 2f
}
scope.launch {
imageBitmap = layer.toImageBitmap()
}
onDrawWithContent {
if(imageBitmap != null) {
val contentShader = ImageShader(image = imageBitmap!!)
val shader = appShader.makeShader(
uniforms = arrayOf(
"width" to size.width,
"height" to size.height,
"time" to time
),
children = arrayOf("content" to contentShader)
)
val brush = ShaderBrush(shader)
drawRect(brush)
}
}
}
Box(
modifier = drawModifier
) {
Text("Hello Compose Text", fontSize = 80.sp)
}
}
@Language("AGSL")
private val shaderCode = """
uniform float width;
uniform float height;
uniform float time;
uniform shader content;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+10.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
half4 main(in vec2 fragCoord) {
vec2 resolution = vec2(width,height);
vec2 uv = (fragCoord.xy / resolution.xy);
float noise = snoise(vec3(uv.x * 6, uv.y * 6, time * 0.5));
noise *= exp(-length(abs(uv * 1.5)));
vec2 offset1 = vec2(noise * 0.02);
vec2 offset2 = vec2(0.02) / resolution.xy;
uv += offset1 - offset2;
return content.eval(uv * resolution.xy);
}
""".trimIndent()
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WobbleText.mp4

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