💡 I explore ways to make the web more fun and performant for everyone.
#WebGL #WebGPU #JS #CSS
I'm having second thoughts about the naming of the functions in my #webGL library.
TL;DR: is it ok to have functions starting with "use" in a vanilla JS library ?
explanation in thread 🧵
I'm having second thoughts about the naming of the functions in my #webGL library.
TL;DR: is it ok to have functions starting with "use" in a vanilla JS library ?
explanation in thread 🧵
The trails effect is kind of experimental though, it can produce artifacts in scenes with lots of particles. But I think those two make a great combo !
#WebGL #shaders
It seems that the only right way to blend rgba colors is to mix them in linear RGB with premultiplied alpha, and then convert to sRGB.
However ⬇️
It seems that the only right way to blend rgba colors is to mix them in linear RGB with premultiplied alpha, and then convert to sRGB.
However ⬇️
I still struggle with the blending on semi-transparent surfaces, I need to fix that before shipping the effect
#WebGL #Shaders #buildInPublic
I still struggle with the blending on semi-transparent surfaces, I need to fix that before shipping the effect
#WebGL #Shaders #buildInPublic
I just need to refine it a little and make it easy to reuse as a regular post-processing effect, and it should bring particles animations to a new level
#buildInPublic
I just need to refine it a little and make it easy to reuse as a regular post-processing effect, and it should bring particles animations to a new level
#buildInPublic
You can play with it here:
usegl.vercel.app/examples/post-processing/builtin-bloom/
#webGL #buildInPublic
You can play with it here:
usegl.vercel.app/examples/post-processing/builtin-bloom/
#webGL #buildInPublic
I spent like 2h checking every texture, render target, sampling algorithm... only to find out that I did not returned the right variable in a shader 🤦♂️
BUT I think I'm almost there !
I spent like 2h checking every texture, render target, sampling algorithm... only to find out that I did not returned the right variable in a shader 🤦♂️
BUT I think I'm almost there !
It's oddly satisfying to self-host things ! I'm starting small with a simple public API
It's oddly satisfying to self-host things ! I'm starting small with a simple public API
It's currently used only for my git email and Bluesky handle.
Anything you would like to see in there ? Talks library, tech demos, blog...
It's currently used only for my git email and Bluesky handle.
Anything you would like to see in there ? Talks library, tech demos, blog...
Give me just 10 years to complete all the courses I bought, and I should come up with interesting stuff...
Give me just 10 years to complete all the courses I bought, and I should come up with interesting stuff...
C’est la base, non ? Mais entre breakpoints, container queries et unités modernes… on s’y perd un peu. Une session en live-coding pour tout remettre à plat.
👉 mixitconf.org/2025/tu-te-m...
C’est la base, non ? Mais entre breakpoints, container queries et unités modernes… on s’y perd un peu. Une session en live-coding pour tout remettre à plat.
👉 mixitconf.org/2025/tu-te-m...
A useGPU lib is right around the corner 😂
PS : I will publish the code soon (vanilla WebGPU, OBJ file loader, compute shader and stuff)
A useGPU lib is right around the corner 😂
PS : I will publish the code soon (vanilla WebGPU, OBJ file loader, compute shader and stuff)
Interactive demo : usegl.vercel.app/examples/gpg...
#webGL #buildInPublic #gameOfLife
Interactive demo : usegl.vercel.app/examples/gpg...
#webGL #buildInPublic #gameOfLife
As always you can play with the interactive example :
usegl.vercel.app/examples/gpg...
#WebGL #buildInPublic #boids
As always you can play with the interactive example :
usegl.vercel.app/examples/gpg...
#WebGL #buildInPublic #boids
Thanks to m4dz.net for the opportunity 🙏🏻
I will be talking with him about Design Systems. Can’t wait !
futurefrontend.com/speakers/#ju...
Thanks to m4dz.net for the opportunity 🙏🏻
I will be talking with him about Design Systems. Can’t wait !
Still need a bit of time to polish the API and make it straightforward to use, and I will publish that in useGL
Still need a bit of time to polish the API and make it straightforward to use, and I will publish that in useGL
1) Anti-aliasing - Real life is not limited to pixels so unless you're specifically going for a pixelated style, you should be anti-aliasing everything!
mini.gmshaders.com/p/antialiasing
1) Anti-aliasing - Real life is not limited to pixels so unless you're specifically going for a pixelated style, you should be anti-aliasing everything!
mini.gmshaders.com/p/antialiasing
You can play with it in the interactive example (without types and autocompletion unfortunately) :
usegl.vercel.app/examples/pos...
#buildInPublic #shaders #WebGL
You can play with it in the interactive example (without types and autocompletion unfortunately) :
usegl.vercel.app/examples/pos...
#buildInPublic #shaders #WebGL
Could be useful to... automatically re-render a WebGL shader when a video texture is played \o/
Could be useful to... automatically re-render a WebGL shader when a video texture is played \o/
I'm a front-end engineer currently focusing on making polished UIs and animations with #WebGL.
I'm building a lightweight, reactive WebGL library for working with shaders : usegl.vercel.app (WIP, #buildInPublic)
See you 👋
I'm a front-end engineer currently focusing on making polished UIs and animations with #WebGL.
I'm building a lightweight, reactive WebGL library for working with shaders : usegl.vercel.app (WIP, #buildInPublic)
See you 👋
I hope you will like it as much as I do 😊
usegl.vercel.app/
(yeah it's missing a preview image)
#buildInPublic #webGL
I hope you will like it as much as I do 😊
usegl.vercel.app/
(yeah it's missing a preview image)
#buildInPublic #webGL
I will try to migrate the documentation of useGL 🤞
I will try to migrate the documentation of useGL 🤞