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13 results for “post-processing-2”.
- Showcase
ASTRODITHER Turns Audio Into WebGPU Signal Noise
Robert Borghesi’s ASTRODITHER is an audio-reactive Three.js WebGPU experiment using TSL, fluid simulation, bloom, dithering, and time-warped signal noise.
- Showcase
curtains.js: DOM-Driven WebGL Textured Planes
Martin Laxenaire's lightweight WebGL library that converts HTML elements into shader-driven textured planes positioned exactly where your CSS says they should be. Write normal markup, add shaders, skip the coordinate math.
- Showcase
Real-Time Global Illumination in the Browser With SATORI Engine
A WebGPU renderer where light actually bounces. Color bleeds across walls, reflections fade off the frame, and the sun slides overhead while exposure holds steady. Built on TSL nodes with a single MRT pass feeding screen-space GI and reflections. Open the GUI and break something.
- Showcase
A 9k Forest: Node-Based 3D Assets in WebGPU
Sedon wires a node graph into a real-time WebGPU renderer to grow a whole forest from about 9k of data. Rayleigh skies, rippling water, runtime LOD terrain, and a saved scene that fits in a URL. The twist: nearly every shader and pipeline was vibe coded, no engine involved.
- Showcase
Shader Lab: Stack, Animate, and Export GPU Shaders in the Browser
A layered shader compositor that runs on WebGPU. Stack gradients, text, and TSL passes, then bend them through a CRT layer that models phosphor smear and channel convergence. Write shaders as node graphs, keyframe the knobs, and export the whole thing into React.
- Showcase
PipeMagic: A WebGPU Node Editor for Image Pipelines
A node editor for image pipelines that runs entirely in the browser. Wire up background removal, depth estimation, JFA outlines, and 2x upscale, watch WebGPU do the work, then export the graph as JSON and drop the same logic into your app in roughly 180 lines.
- Showcase
Motion GPU: A Minimal WebGPU Framework Shaders and Multi-Pass Pipelines
Motion GPU strips WebGPU down to fullscreen shaders, multi-pass pipelines, and frame scheduling. Nothing else. DAG-based scheduler, composable render graph, and ping-pong slots.
- Showcase
WebRF: The Longley-Rice Radio Propagation Model, Running in WebGPU Compute Shaders
Roman Liutikov ported the Longley-Rice ITM algorithm, a real-world radio propagation model used in cell network planning, entirely into WebGPU compute shaders. 1,200 lines of WGSL, a two-pass radial sweep architecture, and coverage maps that actually respect terrain.
- Showcase
Game of 3D Life: Conway's Cellular Automaton with WebGPU
Conway's Game of Life in three dimensions. Simulation and rendering both run on the GPU via WebGPU compute shaders. No frameworks, just vanilla JS and hundreds of thousands of instanced cubes. Fly through the clusters as they evolve.
- Showcase
Deferred Rendering in WebGPU: Sponza with 400+ Compute-Driven Point Lights
Georgi Nikolov's WebGPU renderer puts 400+ point lights in the classic Sponza atrium. Deferred shading, cascaded shadows, Hi-Z reflections, TAA. Clean architecture that handles WebGPU's explicit pipelines without drama.
- Showcase
NullGraph: A Data-Oriented WebGPU Rendering Framework
Vikas Kumar Singh's NullGraph drops the scene graph and streams flat ArrayBuffers straight to the GPU. Strange attractors, Hopf fibrations, curl-noise fluids, and a test engine that lets you swap memory layouts mid-flight to watch the frame times move.
- Showcase
False Earth: A GPU-Driven Procedural Planet Built with WebGPU, TSL, and Three.js
An astronaut walks an alien planet that responds to every step. Over 1M grass blades, procedural terrain, and VAT-animated roses, all running in the browser via WebGPU compute shaders, TSL, and React Three Fiber.
- Showcase
gpu-curtains: A WebGPU 3D Engine That Syncs Shaders to Your DOM
Martin Laxenaire rebuilt his DOM-to-shader library for WebGPU, and this time it's a full 3D engine. Lights, shadows, compute shaders, glTF support, and the same trick that made curtains.js useful: your HTML elements become shader geometry that scrolls and resizes like native DOM.