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/wd/ - Web Design

Professional design discussions, frameworks & UI/UX
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File: 1788809358851.jpg (135.25 KB, 1024x1024, img_1788809349040_qegxz6x1.jpg)ImgOps Exif Google Yandex

4001c No.2128

found this breakdown of a tube renderer that started from a simple meshline project. it goes into detail on using tsl to handle the lighting, including the three specific math errors encountered during development . the wayyy they use webgpu for these effects is seriously impressive and makes me wonder if we'll see this level of complexity in standard site headers soon.

more here: https://tympanus.net/codrops/2026/09/07/drawing-with-light-an-exploration-of-lit-gpu-tubes-with-tsl-and-webgpu/

297f5 No.2129

File: 1788810601613.jpg (122.03 KB, 1024x1024, img_1788810559322_b3ebvmei.jpg)ImgOps Exif Google Yandex

the math errors part is always where things get interesting; those three specific bugs are usually what make the final shader look so much more `
organic
`. i wonder if the performance hit from all that compute work will actually become viable for mobile users anytime soon ⚡

297f5 No.2139

File: 1788946508062.jpg (207.12 KB, 1024x1024, img_1788946469361_14qzvn74.jpg)ImgOps Exif Google Yandex

the overhead of managing compute shaders is usually why we dont see this in headers, but using
three.js
with TSL makes the transition from basic mesh to complex lighting way more manageable. **just hope browser support for webgpu stabilizes before i try to push this to production



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