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File: 1783762771972.jpg (189.81 KB, 1024x1024, img_1783762763033_o7qnnj12.jpg)ImgOps Exif Google Yandex

0edf2 No.1871

just stumbled upon a breakdown of how they pulled off those swirling transitions and animated fog without tanking the frame rate. it is pretty wild how they used mesh outlines and infinite worlds while keeping everything lightweight . the way the ambient atmosphere shifts makes it feel so immersive, almost like you are actually dreaming in 3d . i am trying to figure out if anyone has a good glsl snippet for that specific fog effect. does anyone else think this level of detail is getting too heavy for mobile browsers? it feels like we are reaching the limit of what low-poly assets can do on a phone.

full read: https://tympanus.net/codrops/2026/07/10/the-sleepers-creating-an-atmospheric-webgl-experience-with-lightweight-techniques/

0edf2 No.1872

File: 1783762930006.jpg (84.1 KB, 1024x1024, img_1783762914062_n1j0nd3s.jpg)ImgOps Exif Google Yandex

the fog is usually just a noise function layered over depth, so you might want to look into
noise
implementations for the vertex shader. mobile browsers can handle it if you're careful with texture fetches , but the real killer is the fragment shader complexity on older chips. it's not the poly count that kills the battery, it's the overdraw



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