Cameras
4 demosPerspective Camera
Adjust FOV, near/far planes, and aspect ratio. See how perspective distortion changes in real-time.
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Orthographic Camera
No perspective foreshortening. Tweak frustum bounds for 2D-style and isometric views.
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Cube Camera
Six-face rendering for dynamic reflections. Watch environment maps update per frame.
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Stereo Camera
Side-by-side rendering for VR and anaglyph 3D. Adjust eye separation in real-time.
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Textures
8 demosTexture Basics & UV
UV mapping fundamentals. See how 2D images wrap onto 3D surfaces with offset, repeat, and rotation.
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Normal Maps
Fake surface detail without extra geometry. Adjust normal scale and watch lighting react to bumps.
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PBR Texture Set
Albedo, roughness, metalness, normal, AO - all PBR maps working together for photorealistic rendering.
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CubeTexture Skybox
360-degree environment backgrounds using six cube faces. Orbit to explore the skybox panorama.
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Video Texture
Map live video feeds onto 3D surfaces. Play, pause, and see frames update per tick.
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Data Texture
Generate textures from raw pixel data. Write RGBA bytes directly for procedural patterns and effects.
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HDR Environment
High dynamic range lighting with .hdr image-based illumination. Realistic reflections and ambient light.
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Compressed Textures
GPU-native formats like KTX2, ASTC, and S3TC. Compare file size, VRAM usage, and quality trade-offs.
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Renderer
3 demosShadow Types
Compare Basic, PCF, PCFSoft, and VSM shadow maps. Adjust bias, resolution, and blur radius.
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Environment Mapping
Reflection and refraction using environment maps. Switch between cube and equirectangular sources.
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Tone Mapping
Map HDR values to screen. Compare Linear, Reinhard, Cineon, ACES, and AgX tone mappers side by side.
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Anti-Aliasing
Compare aliased vs anti-aliased rendering. Zoom in to see edge quality differences.
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Render Targets
Render a scene to a texture and display it on a screen in another scene.
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WebGL vs WebGPU
Side-by-side comparison of WebGL 2 and WebGPU renderers with identical scenes.
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Compute Shaders
200K GPU-driven particles via TSL compute shaders. Requires WebGPU.
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Render Pipeline
Step through the GPU render pipeline: vertices, wireframe, rasterized, shaded, final.
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08
Post-Processing
Screen-space effects applied after the main render pass
Effect Composer
Chain multiple post-processing passes: bloom, film grain, and dot screen with toggles.
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Bloom
Selective bloom with emissive materials. Tune threshold, strength, and radius.
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SSAO
Screen-space ambient occlusion. Toggle output modes and adjust radius.
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Depth of Field
Cinematic bokeh blur with focus depth indicator and fine-grained aperture control.
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Film Grain
Analog film grain noise overlay with adjustable intensity.
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Glitch
Digital glitch effects with per-effect toggles and parameter sliders.
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Outline
Object outline highlighting with hover and click interaction.
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Color Grading
Cinematic color grading with presets: None, Cinematic, Warm, Cool, Vintage.
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Motion Blur
Per-object motion blur based on velocity vectors.
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God Rays
Volumetric light shafts with atmospheric haze and floating dust particles.
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Chromatic Aberration
RGB channel separation simulating lens imperfection.
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Pixel / Retro
Quad split: clean, pixelated, scanlines, and full CRT effect comparison.
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57 More Demos Coming Soon
See the Visual Guide for all 96 illustrated breakdowns while we build the interactive versions.
🖱 Controls Soon
🌐 Node / TSL Soon
🎬 Animation Soon
🔊 Audio Soon
🔮 Special Soon
📦 Loaders Soon
⚙ Physics Soon
🔧 Helpers Soon
🛠 Curves Soon
🔢 Math Soon