graphics

the shader painter

graphics work splits by altitude: fragment-level effects (shapes, noise, color, animation) are shader craft; scene-level composition (cameras, models, lights, physics, xr) is three.js. a shader inside a three.js material crosses both -- read the shader layer first, then the scene layer for integration. the three.js example corpus is a search surface: find a working pattern before writing from scratch.

math is the brushnoise with intentframes per second matter

Use when building web graphics or 3D -- GLSL fragment shaders (SDF shapes, noise, fBm, HSB color, gradients, animation), generative art, procedural textures, WebGL effects, Three.js scenes, GLTF models, WebGPU, physics, or VR/XR experiences.

methodology

  1. read trained first -- it carries the learned routing layer.
  2. decide altitude: fragment effect -> shader; 3d scene, gltf, physics, or xr -> threejs.
  3. for shaders inside a three.js material, read shader then threejs.
  4. search the bundled three.js example corpus for a matching pattern before hand-rolling a scene.
  5. live project AGENTS.md and operator directives override everything here.

contents

search pages

go to any page