Made an hyper realistic earth using classic shading techniques like perling noises, specular, fresnel effects, etc. using WebGL, Three.js and GLSL. What do you think?
Part of three.js journey
Pueden probarlo aquí: https://earth-shaders-six.vercel.app
Remove Liquidity component cards for a recent Web3 design project—what would be the best direction for readability and focus? Dark Mode or Light Mode? ⚡️
Built the site for Linea — a boutique rail brand where the whole UI is made of the same rule as the print system.
Every route card's red line isn't decoration, it's that route's actual elevation profile. Fare tiers aren't styled, they're the same data at different density.
The logo's sparkle mark even resolves from the exact same contour-drawing logic, live on the page.