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Liquid Silk

Interactive WebGL gallery of fourteen pointer-reactive scenes — liquid gold, a solar eclipse, ion storms, a living map — each with its own generative soundtrack. One HTML file, no dependencies, no build step.

Built withWebGLGLSL shadersWeb AudioZero dependencies

Challenge

Show what a browser can do with nothing but a fragment shader: fourteen distinct scenes that react to every pointer movement, sound that is synthesised live rather than played from files, and all of it tuned for a trackpad — pinch, two-finger scroll, force click — while holding 60 fps on a Retina display and not going black when the GPU drops the context.

Solution

  • Fourteen fragment-shader scenes on pure WebGL 1, sharing one input pipeline: pointer trail, ripples, hue, flow direction and zoom
  • Scene-specific optics — specular lighting from the cursor, chromatic dispersion on glass edges, ray-marched light shafts, thin-film iridescence, gravitational lensing
  • A CPU particle scene with 3 000 bodies: attraction, swirl forces and shockwave impulses rendered as additive point sprites
  • Generative sound in Web Audio with zero audio files — every scene gets its own drone chord, wind colour and pluck voice; wind follows pointer speed, pitch follows the hue dial
  • Trackpad-first controls: two-finger scroll shifts palette and rotates flow, pinch zooms, click sends a shockwave, force click dimples the scene; touch equivalents on phones
  • Adaptive quality — a frame-time average scales render resolution so heavy scenes hold 60 fps, deep idle halves the frame rate to save battery, DPR capped at 2
  • Survives GPU context loss by rebuilding programs and buffers on restore; respects prefers-reduced-motion
  • Custom cursor with difference blend, scene rail, per-scene hero titles, film grain, vignette and a filmic tone curve — all in a single dependency-free HTML file

Result

A screensaver-grade WebGL piece that opens from a single file in any modern browser, runs smoothly on a laptop GPU, and doubles as a living reference for shader techniques we reuse in client work: procedural lighting, particle systems, adaptive rendering budgets and synthesised audio without a single asset download.

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