INTERACTIVE SHADERS
Each piece runs on the GPU in real-time. No libraries, no frameworks — raw WebGL and GLSL. Mouse interaction is co-authorship. Click to enter.
STRATA
Domain-warped FBM with persistent state. Mouse-driven erosion and deposition over geological time. Ping-pong FBO architecture.
SCULPT
Interactive river carving. Fast strokes cut deep channels, slow movement deposits sediment. Your paths become permanent terrain.
PYROCLAST
Volcanic energy mapped to GLSL. Navier-Stokes approximation with mouse-driven thermal injection. Real fluid behavior on GPU.
FLUX
Curl noise flow fields that respond to presence. Particles trace invisible currents shaped by mouse movement and time.
FRACTURE
Voronoi-based fragmentation. Stress propagation through crystalline structures. Mouse applies force, geometry shatters.
GROWTH
Branches grow toward your attractors. Click to seed, drag to guide. Space-colonization algorithm renders vascular networks in real-time.
SHADER GALLERY
Curated set of standalone GLSL pieces — raymarcher, fractal zoom, reaction diffusion. View the source, watch the math.
HOW IT WORKS
VISUAL QUESTION
Start with "what does erosion look like in real-time?" not "build a terrain page." The question drives the math.
GPU FIRST
Write the GLSL pipeline first. Domain warping, FBM, ping-pong FBOs. The shader IS the piece. React wraps it, doesn't define it.
CONSTRAINT
Single-pass or two-pass maximum. 300 lines of GLSL. Constraints produce better shaders than freedom.
CO-AUTHORSHIP
Mouse interaction means the viewer changes the piece. Not cursor-following — actual state mutation through human gesture.
EXPLORATIONS
Foundational shader studies and experimental work.