Just wrapped up building flux/, an interactive UI with real-time WebGL rendering, custom GLSL sha...Just wrapped up building flux/, an interactive UI with real-time WebGL rendering, custom GLSL sha...
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Just wrapped up building flux/, an interactive UI with real-time WebGL rendering, custom GLSL shaders, and scroll-driven animation, built entirely from scratch with vanilla JS, what do you think?
It's been a super fun shift for me, most of my background is Python automation, AI integration, and data pipelines, but diving into frontend/UI work like this has been genuinely rewarding.
Link's in my portfolio if you want to see it in action. Always open to talk automation, AI integration, or interactive web work.
Rohan's avatar
Moving from Python pipelines into custom GLSL is an interesting shift. With scroll driving the experience, I’m curious how you keep shader work and scroll updates coordinated on slower devices. Did you build a lighter rendering mode for mobile?
Mumen's avatar
Honestly it is more of a new interest than a whole shift And right now the shader/scroll sync is tuned mainly for desktop performance, but it is very optimized that it works nicely on an alright cellphone. I haven't built a dedicated lighter rendering mode for mobile yet,...
Jaden's avatar
The vanilla JS route is the part I would defend - straight to GLSL instead of inheriting a scene graph you never needed. The one that caught me on scroll-driven work was portrait: visible width is 2*z*tan(fov/2)*aspect, so at 0.75 aspect you see less than half of what you...
Mumen's avatar
Yeah only the middle parts of the models show on portrait when using the phone, edges get cut off. Didn't scale the fov/camera distance for aspect ratio, just assumed desktop dimensions. Gonna fix that soon.
And vanilla + GLSL was intentional, didn't want scene graph overhead for...
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