jberg/butterchurn-presets: Presets for Butterchurn Visualizer, converted from Milkdrop presets
https://github.com/jberg/butterchurn-presets
Presets for Butterchurn Visualizer, converted from Milkdrop presets
Nicolas Mattia – How to Set WebGL Shader Colors with CSS and JavaScript
https://www.nmattia.com/posts/2025-01-29-shader-css-properties/
WebGL shaders rendered to canvas elements are a great way to add interesting visuals to a website. Unfortunately, unlike HTML, they do not natively integrate with CSS. This post shows a way to work around this limitation and influence WebGL graphics from CSS.
The Art of Dithering and Retro Shading for the Web - Maxime Heckel's Blog
https://blog.maximeheckel.com/posts/the-art-of-dithering-and-retro-shading-web/
Highlight:In this article, I hope to convince you of the power of post-processing effects and that nothing beats an elegant retro vibe applied to a website 👌✨. We'll also look into examples of dithering and pixel art from very talented folks who use the same processes that I'll be introducing later on, as well as some of my own creations that I built while learning about all this.
A detailed walkthrough of the inner workings of dithering and other shading techniques to give a retro look and feel to your WebGL and React Three Fiber work.
Underrun – Making Of - PhobosLab
https://phoboslab.org/log/2018/09/underrun-making-of
I participated in this year's js13kGames, a JavaScript game development competition with a file size limit of 13kb, including code, assets and everything else. My entry was Underrun, a twin stick shooter using WebGL.
GitHub - jberg/butterchurn: Butterchurn is a WebGL implementation of the Milkdrop Visualizer
https://github.com/jberg/butterchurn
lmorchard starred jberg/butterchurn
Easy accelerated 3D Games in a browser with JavaScript and WebGL using Three.js or Babylon.js - Scott Hanselman
http://www.hanselman.com/blog/EasyAccelerated3DGamesInABrowserWithJavaScriptAndWebGLUsingThreejsOrBabylonjs.aspx
Let's ignore that we haven't got a web-agreed-upon way to do just about anything, much less basic line-of-business apps with data-bound text boxes over data, and just revel in the fact that we can do hardware-accelerated 3D graphics in our browsers with WebGL. This works today in all the latest browsers.
Announcing Artillery's Project Atlas, a Hardcore RTS for the Browser - The Artillery Blog
http://blog.artillery.com/2013/09/project-atlas-and-the-artillery-platform.html
The Artillery Platform, which Atlas is built upon, uses JavaScript and WebGL to deliver a high-quality, low-latency multiplayer gaming experience to anyone with a modern web browser. The platform is centered around 3D experiences with real-time multiplayer capability and strong community support. The JavaScript-based game engine features a component-entity design, a modern deferred rendering pipeline, and development tools designed to allow creative expression and super-fast iteration.
Justin Ruckman - Fabergé Fractals by Tom Beddard, using his...
http://jruck.us/post/50942178068
Fabergé Fractals by Tom Beddard, using his WebGL-based fractal engine, Fractal Lab.
Two.js
http://jonobr1.github.io/two.js/
Two.js is a two-dimensional drawing api geared towards modern web browsers. It is renderer agnostic enabling the same api to draw in multiple contexts: svg, canvas, and webgl.
Two.js
http://jonobr1.github.io/two.js
Two.js is a two-dimensional drawing api geared towards modern web browsers. It is renderer agnostic enabling the same api to draw in multiple contexts: svg, canvas, and webgl.
2D particle projection feedback [Turing pattern gradient flow attractors] | WebGL GPGPU
http://cake23.de/turing-pattern-gradient-attractor-feedback.html
Oh, this is pretty.
Ship - shapeWright.com
http://ship.shapewright.com
Printable, procedurally-built 3d spaceship models
WebGL in Firefox Nightly Builds at Vladimir Vukićević
http://blog.vlad1.com/2009/09/18/webgl-in-firefox-nightly-builds
"Last night, I checked in some more work from Mark Steele (who's focusing on the Firefox WebGL implementation), and along with that, enabled WebGL in trunk nightlies. (Finally!)"