feat(registry): Three.js shaders catalog — 4 new GPU effects + showcase project#669
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miguel-heygen wants to merge 4 commits intomainfrom
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feat(registry): Three.js shaders catalog — 4 new GPU effects + showcase project#669miguel-heygen wants to merge 4 commits intomainfrom
miguel-heygen wants to merge 4 commits intomainfrom
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showcase project for the tech article — 17 compositions individually renderable via the HyperFrames producer. 3 flagship HTML-in-Canvas effects (liquid glass, device mockup, shatter) plus 14 GLSL shader transitions organized by category. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
four new compositions for the Three.js shaders article: - vfx-cinematic-camera: dolly zoom, crane shot, orbit, rack focus applied to HTML content in a Three.js scene (16s) - vfx-god-rays: screen-space radial blur god rays through occluding pillars with dust particles and camera orbit (8s) - vfx-particle-field: 8000 GPU particles morphing between text, sphere, torus, and noise states with additive blending (10s) - vfx-ray-march: pure GLSL raymarching through morphing SDF tunnel with fractal folds and octahedron pillars (8s) all render on SwiftShader (no GPU required) at 45-167ms/frame. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
replaces the flat HTML plane with the KhronosGroup DamagedHelmet GLTF model (CC-BY 4.0, 3.6MB). four camera moves orbit, dolly, crane, and rack-focus around the PBR helmet with dramatic three-point lighting. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Summary
New
three-jscategory for the registry with 4 original GPU compositions, plus a showcase project that assembles all shader effects for the tech article video clips.New blocks
vfx-cinematic-cameravfx-god-raysvfx-particle-fieldvfx-ray-marchTechniques
Cinematic Camera — Four classic cinema moves applied to a 3D scene containing the KhronosGroup DamagedHelmet (CC-BY 4.0). Each move demonstrates a different camera technique:
Volumetric God Rays — Multi-pass screen-space post-processing:
Particle Field — Custom vertex + fragment shaders for GPU point rendering. Particles lerp between 5 target shapes (text bitmap sampling, sphere, torus, noise) with smooth morphing transitions. Additive blending + per-particle size attenuation.
SDF Ray March — Single-pass fullscreen fragment shader. Signed distance field scene with:
smin()smooth minimum for organic geometry blendingShowcase project
packages/studio/data/projects/threejs-shaders-catalog/— masterindex.htmlcomposes all 17 effects (3 flagship VFX + 14 shader transitions from existing blocks) into a 112s renderable reel. Each composition is also individually renderable.Test plan
🤖 Generated with Claude Code
— Magi