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GLSL · 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.