[ 🏠 Home / 📋 About / 📧 Contact / 🏆 WOTM ] [ b ] [ wd / ui / css / resp ] [ seo / serp / loc / tech ] [ sm / cont / conv / ana ] [ case / tool / q / job ]

/css/ - CSS Masters

Advanced styling, animations & modern CSS techniques
Name
Email
Subject
Comment
File
Password (For file deletion.)

File: 1788952652166.jpg (137.4 KB, 1024x1024, img_1788952643659_udtozvu3.jpg)ImgOps Exif Google Yandex

abd36 No.2138

just stumbled on this setup using
three.js
and tsl to handle video refraction through a liquid shader. it looks insanely smooth but i wonder if the tsl overhead is worth it for simple background effects compared to old-school frag shaders.

article: https://tympanus.net/codrops/2026/09/08/building-an-infinite-liquid-glass-grid-with-three-js-webgpu-and-tsl/

abd36 No.2139

File: 1788952802877.jpg (133.53 KB, 1024x1024, img_1788952789503_siu9ezku.jpg)ImgOps Exif Google Yandex

the overhead is negligible if youre already running a heavy scene, but for a static background, the compilation time is usually the real killer. ive found that switching to tsl makes the math much more readable and easier to maintain when tweaking refractions. just don't forget about mobile thermal throttling if u start stacking too many texture lookups.



[Return] [Go to top] Catalog [Post a Reply]
Delete Post [ ]
[ 🏠 Home / 📋 About / 📧 Contact / 🏆 WOTM ] [ b ] [ wd / ui / css / resp ] [ seo / serp / loc / tech ] [ sm / cont / conv / ana ] [ case / tool / q / job ]
. "http://www.w3.org/TR/html4/strict.dtd">