BG-4 — Caustic Water Shader
01 / 07 · GLSL · sin-distance fieldsGLSL · sin-distance fields
Caustic Water Shader
Fragment shader: 4 iterations of sin/cos distort the UVs. Emulates light refraction in water. Color from deep blue to bright cyan.
GLSL · fbm + noise curtains
Aurora — Real GLSL
Real GLSL shader (not CSS). FBM noise + 3 «curtains» in different colors. Curtains drift across the screen. Stars are pow(noise, 60).
R3F · InstancedMesh spiral
Vortex 3D · 5000
5000 micro-spheres via InstancedMesh (one draw-call for all). Each travels its own logarithmic 3D spiral. Very cheap perf-wise.
R3F · 5 glass spheres
MeshTransmission Cluster
5 glass spheres with MeshPhysicalMaterial: transmission 0.95 + ior 1.5 + gold attenuation. The grid behind shows through with distortion.
GLSL · sin field + metallic palette
Plasma / Liquid Metal
Fragment shader: 4 sine waves over uv + radial term. Color stepped from gold to purple. Bold shine at the peaks.
GLSL · line tearing + scanlines
Glitch · RGB Shift
Faux content (3 circles + bars) + glitch effects: line tearing, RGB shift, chromatic aberration at the edges, scanlines, noise. Every ~0.25 s — strong-glitch trigger.
R3F · scroll-driven camera flythrough
3D Scroll Camera
Прокрути секцию (200vh) — камера летит сквозь рандомно расставленные ико-сферы. fog-attach маскирует горизонт. Скролль управляет position.z.