Experiments in
code, shaders, and form.
A living sketchbook. Ideas that are too specific to be projects and too interesting to leave on a hard drive.
- GLSL ShaderActive
Displacement Typography
A fragment shader that reads typographic outlines as force fields and displaces a particle mesh along the resulting gradient. Letters become landscapes.
- GLSL
- Three.js
- WebGL
- UI ComponentShipped
GlassSurface + BorderGlow
Glassmorphism component with SVG displacement refraction, anisotropic border glow, and real-time postprocessing bloom. The core visual language of this site.
- React
- Three.js
- SVG Filters
- Postprocessing
- GenerativePrototype
Hydraulic Erosion Terrain
Procedural terrain generation using a hydraulic erosion simulation. Each raindrop iteration carves the heightmap, producing river valleys and alluvial fans that emerge without being authored.
- Three.js
- InstancedMesh
- GPGPU
- Audio / VisualConcept
Spectral Mesh Visualiser
Real-time audio analyser mapped to a 3D mesh. Frequency bands drive vertex displacement; transients trigger bloom pulses. Web Audio API + geometry shader.
- Web Audio API
- GLSL
- Three.js
- EngineActive
WorldEngine — Quality-Tier Renderer
A runtime renderer that selects between High / Medium / Low quality tiers based on GPU capabilities, adjusting shadow resolution, particle counts, and postprocessing stack without scene interruption.
- React Three Fiber
- Three.js
- Zustand