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.
VEINS
Seed the core. Click to place attractors, hover to guide tips with ambient wind. A pulse travels the vasculature — amber, blood, or bone.
SHADER GALLERY
Curated set of standalone GLSL pieces — raymarcher, fractal zoom, reaction diffusion. View the source, watch the math.
THE MATH DOESN'T CARE HOW CONVINCED YOU ARE
Every degen story collapses into the same equation. Bet fraction times edge minus loss probability. Below is that equation as geometry — Monte Carlo across 96 bet sizes, median log-equity baked into a heatmap. Three live walks overlay it: half-Kelly (under-bet), Kelly (the ridge), 1.8× Kelly (the cliff). Same seed, same edge. The over-Kelly walk converges to ruin. Not eventually — visibly. Drag the edge slider to compress the ridge. Move past it and the geometry pays you in red.
Loss is information, but only if you log it before you rationalize it. The cliff is invariant — you can't out-conviction it.
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.