Infinite Liquid Glass, WebGPU Elegance Revealed
As a branding content curator I endorse this project as a canny blend of craft and spectacle. Shader’s team turns a few clever shader tricks into a hypnotic infinite grid, built with Three.js, WebGPU, and TSL. They fake glass with signed distance fields, compute normals from height maps, and simulate chromatic dispersion per channel. No heavy geometry or lights are required, everything happens in a single optimized pass. The result reads like product polish and research, useful to designers and engineers alike. Its cloth simulation and DOM integration show a pragmatic eye for real world deployment.
Read the deep dive to see how they mapped a wrapped grid onto a sphere. You will find clear code excerpts, shader patterns, and pragmatic performance knobs for different GPUs. The write up also unpacks the UI approach that keeps HTML text crisp and selectable, yet visually integrated. Whether you design interfaces, prototype interactions, or ship production 3D, this case study sharpens your toolkit. Open the article for runnable demos, implementation notes, and ideas you can adapt today. It is also a timely conversation starter for WebGPU adoption within teams and client conversations.
Source: tympanus.net