Every technique in the library, running.
119 techniques across 7 categories. Each tile is the component itself rather than a recording of it, which is why they take turns: the grid runs to a GPU budget, and a tile holds its poster until a slot is worth spending on it. Scroll to one, or hover it, and it takes the next slot.
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WebGL
Shader and GPU work — fields, planes, particles, distortion.
Anti-Aliased Point Discs
A phyllotaxis field of dots that stay the same weight at every pixel ratio, with no MSAA and no texture.
Bayer-Quantised Plasma
An iterated domain-warped plasma crushed to eleven grey levels, so the hero reads as a dot-matrix proof.
Bit-Math Bayer8 Dither
A smooth gradient crushed to five levels through an 8x8 ordered matrix derived from six integer ops.
Cursor-Reactive Shader Glow
A warped-noise atmosphere with a light that trails the cursor, held under a hard luminance ceiling so copy stays readable.
Dot-Cloud Score Cylinder
Two counter-rotating cylinders of dots — rings, bar lines, notes — drawn from one buffer with no depth buffer.
Cylinder Gallery Drum
Nineteen planes wrapped around a drum in the vertex shader, spun by wheel or scroll, focus falling off from centre.
Depth Fade And Travelling Pulse
A dot lattice on an arc: z drives alpha and point size together, and a per-column phase sweeps the pulse across the field.
Domain-Warped FBM Fog
Slow, low-contrast fog that flows rather than fades, with a faint light that trails the cursor.
Dual-Canvas Depth Split
One particle field rendered twice with the depth sign flipped, so the text sits inside the field rather than on top of it.
Fractional Render Scale
A field rendered into a backing store 0.6x its box — 36% of the fragments — with a grid measured in texels so the upscale never shows.
Fullscreen Triangle Pass
One 3-vertex triangle covers the viewport and runs your fragment shader. No three, no ogl, no seam.
GPU Cubic-Bezier Burst
Rings of dots that burst on click, every particle solving its own cubic-bezier easing in the vertex shader.
Instanced Quad Particles
Up to 1800 drifting particles in one draw call — quads rather than point sprites, so each one has its own size, spin and shape.
Multipass Offscreen Composite
Four passes into two render targets — ramp, additive fills, half-size bloom — and one composite that writes the canvas once.
In-Shader Mouse Bulge
A soft lens that follows the cursor, measured by projecting every vertex to screen space instead of raycasting.
Single-Draw Orbit Rings
Concentric rings of dots, one bright marker travelling each ring, all of it in a single draw call.
Radial Ripple Dot Cloud
A dot field with a travelling wave running out of one off-centre point, its density drawn by hand as a B-spline.
Realtime Cube EnvMap
A metal knot reflecting panels that are actually orbiting it, captured six faces at a time every other frame.
Scroll Deformation Wave
An image that ripples with scroll speed and bends the other way on the way back, from two sine terms.
Spring Lattice Field
A CPU damped-spring lattice uploaded as a texture each frame, displacing a procedural grid the cursor can push around.
Stepped Film Grain
A transparent grain overlay whose pattern jumps twelve times a second instead of every frame, so it reads as film.
Superellipse Text Avoidance
A particle field that flows around the headline, held off by a 6-norm superellipse fitted to the measured text box.
Area-Weighted Surface Particles
Any mesh becomes a particle shell of even density, assembling bottom-up, with orbit rings measured off the sampled silhouette.
Text-Target Particle Glyphs
A particle cloud gathers into a word rasterised from a font already on the page, written left to right, then lets it go.
Cover-Fit UV Maths
object-fit: cover for a textured quad, solved in UV space so the crop follows a frame that reshapes every frame.
Velocity Afterimage Pass
Marks that smear into a tail when the pointer moves fast and stay crisp when it slows, from two targets swapping roles.
Vertex Shader Cylinder Bend
A flat plane wrapped around a cylinder on the GPU, with the curvature living in a uniform you can animate.