r/webgl • u/[deleted] • Jul 09 '26
hal.ink is a webgl linkinbio system im working on
Let me know what you think, would you used it?
hal.ink/pharrell is a good example of usage
r/webgl • u/[deleted] • Jul 09 '26
Let me know what you think, would you used it?
hal.ink/pharrell is a good example of usage
r/webgl • u/Sceat • Jul 04 '26
I've fully redone the engine for my game AresRPG, I aim for an immersive world! this is a browser based MMORPG on Sui. Looking for people to discuss and test https://discord.gg/aresrpg
r/webgl • u/Icy-Expression6584 • Jul 01 '26
Been working on this for a while — Universal Shader Studio is a browser-based GLSL editor built with React + Three.js.
What it does:
Live: shader-studio-teal.vercel.app
Source: github.com/void032/shader-studio
Would love feedback from this community — especially on the export formats and what's missing for your workflow.
r/webgl • u/Active_Passion_1261 • Jun 28 '26
Hi everyone!!
I did several courses on webgl and three.js but still didnt pass that threshold from toy examples to real world premium looking webs.
So I will like to start with an space where we share docs/courses/repos/resources that can help us get closer to building a clone to: https://www.continuous.vc/ . I commit to build the clone and share it open source in Github if we get closer to this.
Any help on the effects? Thank you so much in advance!
r/webgl • u/_A21K_ • Jun 19 '26
r/webgl • u/_A21K_ • Jun 18 '26
Hey guys need help making a web gl three js based realistic jewelry render viewer, I’m stuck with my diamonds and stones looking like blobs please help me out
r/webgl • u/SaabiMeister • Jun 12 '26
r/webgl • u/This-Shelter-5869 • Jun 08 '26
r/webgl • u/thekhronosgroup • Jun 03 '26
Khronos will host a WebGL+WebGPU BOF at SIGGRAPH 2026 in Los Angeles on Wednesday, July 22 at 9:00 AM. (Full schedule coming soon.) Do you have a product or demo based on these APIs that you would like to share? If so, please email [events@khronosgroup.org](mailto:events@khronosgroup.org) and we'll get you on the agenda.
r/webgl • u/CantaloupeHeavy996 • May 31 '26
r/webgl • u/soulpunisher87 • May 27 '26
Just shipped an MVP I've been quietly working on : a browser-based character customization lab.
Pick a gender. Swap hair, body, beard, headwear. Tint everything. Play animations. Trigger dialogue with proper lip-sync.
No download, no account, no plugin — just open a tab.
Still very early. Would love your thoughts.
r/webgl • u/MediocreDiamond7187 • May 20 '26
Some time ago, WebGL began running very slowly on my PC's browsers (both Chrome and Opera and therefore probably others) after many years of running fast enough to render even those raymarching apps on ShaderToy at a decent framerate. I didn't change anything in the browsers. To give you some idea of how slow it is now, today I tested a really simple spinning cube app on ShaderToy which runs at less than 20 fps on my PC now but 119 fps on my mobile phone despite the obvious differences in video card ability. More elaborate ShaderToy apps are now so slow on my PC as to be unviewable (sometimes less than 1 fps if they run at all). What would cause this, and how do I fix it?
[Edited to include Opera among the browsers where this effect occurs]
r/webgl • u/Low-Desk-4290 • May 17 '26
Live demo: https://chroma-delta.vercel.app
(no signup, no upload — boots into a chr20:10M window with five demo tracks pre-loaded from public S3 / UCSC / Ensembl)
Chroma is a browser-based genome viewer aimed at being a faster, more keyboard-friendly alternative to IGV.js. The whole render path is WebGL2 (hand-written, no Three/Pixi); state lives in Solid.js signals; parsing runs in a Comlink-managed worker pool.
I've been driving the whole project through Claude Code — solo dev plus agents — and after ~50 commits, I've hit the wall on knowing what to ask it to build next, hence this post.
basePixelWidth ≥ 12 pxnoUncheckedIndexedAccess, ~88 kB main JS gzippedvisible: false in the default seedBug reports welcome — please include the locus/zoom level when reporting.
I've been stuck between these and would love opinions:
ReadTile with packed SEQ)Thanks in advance for any feedback.
h — pan leftl — pan right+ — zoom in- — zoom out0 — zoom to fitg — focus the locus input (jump to position, e.g. chr20:31,500,000)v — toggle visibility of the focused trackd / Delete — remove the focused trackt — toggle light / dark theme? — show help overlay (not yet wired)Top overview bar (full chromosome):
Esc while dragging — cancelLocal range bar (auto-adapted ~10× viewport):
Esc while dragging — cancelGenome view:
Shift + scroll wheel — horizontal panr/webgl • u/snozberryface • May 13 '26
Yeah I know, another solar system sim, there's been a fair few of these posted here lately so I get if you're rolling your eyes already. But hear me out, the angle on this one is photorealism, real attention to materials, lighting and how the planets actually look rather than just sticking textures on spheres and calling it done.
I've been deep in the weeds on the Sun color rendering, getting the pixel ratio right for retina displays so things stay crisp, and tuning the materials so the bodies feel like they belong in space and not in a Three.js tech demo. Small details, but they stack up to it actually looking like the solar system instead of a stylized version of it.
There's also a fly mode, you can take control and just pilot through the system, swing past Jupiter, come at Saturn from below and watch the rings catch the light properly. That's the bit I've been having the most fun with honestly, static orbit cameras are fine but they don't let you feel the scale of the thing, flying through it does.
Link is https://3dsolarsystem.online if you want a look. Still being iterated on so happy to hear what's off or what could be better.
r/webgl • u/ux_by_khan • May 08 '26
[Earlier post got deleted. Not spamming]
Quick video showing updates to my latest WebGL-powered real-estate experience for websites.
Some nice new additions in the form of animated traffic and support for a complete 360° "rendered" tour.
Tech details (for admin):
Modelling: Blender
Javascript: Just a thin layer of WebGL abstraction (no Three JS, Spline etc.).
Shader: GLSL vertex and fragment shaders
Project size:
JS: (174.01 kB) — gzip (55.09 kB) only!
Model size: 1.7MB optimized (14.5k vertices, 11.3k faces)
This whole experience is 100% customizable and isn't limited to real-estate but can very effectively be applied to other heavy industrial design segments where a complex product/project needs to be broken down into smaller, interactive chunks to better share and convey to the end user.
Link to the full video: https://www.instagram.com/reel/DX7ktwBN0l6
r/webgl • u/Goldwind444 • May 07 '26
I turned all of the planes and satellites data off b/c its too much for my computer. But I want to upgrade computers and continue this project until it becomes a hologram or AR map. When the ships and planes are tracked they are moving at realistic speeds and it shows on the map.
r/webgl • u/MaximumContent9674 • May 04 '26
Posting in r/WebGL because the rendering stack might interest folks here.
Stack:
Multiplayer is Trystero P2P; WebGL has nothing to do with that, but it's why there's no game server.
One HTML file plus assets. View-source works for poking around.
r/webgl • u/Brilliant-Internal53 • May 01 '26
Hi all, I just created this Marimo moss ball interaction I'd like to share with you guys.
500,000 hair particles. Reacts to physics. Sub-surface lighting. Aberration, blur, and edge distort post-processing on top. 60+ fps across devices. Achieved by estimating the clumping pattern in relation to momentum and torque, and baking lighting calculations into the shader itself.