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Small webgl experiments

interactive visuals and browser-based atmosphere

Small webgl experiments

A handful of tiny three.js sketches built to test ideas about fog, dust and how a photographic site might breathe.

The atmospheric scene on the homepage of this site is the third version. The first one was too bright and competed with the photographs. The second one was too quiet and felt broken. This one sits where it should: behind the work, present only if you look for it.

constraints

It has to run at 60 fps on a mid-range phone. It has to draw under five hundred kilobytes of GPU memory. It must not move when the user is reading. And it must never be the reason a photograph loads a second late.

what is in there

A volumetric fog layer rendered as a single fullscreen shader. Two depth planes that hold low-resolution thumbnails of the latest featured projects, drifting at fractional speed. A dust pass that is one buffer of pre-baked sprites recycled. Total: three draw calls.

what stays off

No god-rays. No bloom. No motion when the user is not scrolling. No webcam, no microphone, no analytics inside the scene. The scene exists to set a tone, not to be looked at directly.

There will be more sketches in here, kept small and kept honest. The goal is never the demo. The goal is what the demo teaches.