Fragments/Breakdowns

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Explore detailed breakdowns of every shader.

    gravity10

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Fragments

Learn creative coding with shaders. For design engineers, creative coders and shader artists: techniques, tools, deep dives. Powered by ThreeJS and TSL.

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sketches/gravity-1.webp

Gravity 1

Single attractor with atan flow. Half a million particles form one sheet that streamlines cleanly toward the well in the center.

sketches/gravity-2.webp

Gravity 2

Spiral chirp layered on radial attraction. Motion tightens into nested whorls near the core instead of a plain inward pull.

sketches/gravity-3.webp

Gravity 3

Attraction strength falls off with distance so influence fades before edges. Particles orbit harder inside, drift outside.

sketches/gravity-4.webp

Gravity 4

Two attractors blended by inverse distance weights. Streams split and rejoin as each well competes for the same points.

sketches/gravity-5.webp

Gravity 5

Orbital blend between inward pull and ninety degree swirl. You get ring-like lanes instead of simple radial collapse.

sketches/gravity-6.webp

Gravity 6

Repulsor pushes outward with proximity weighting. Particles spray from the center like a fountain in reverse; short trails cluster near the core.

sketches/gravity-7.webp

Gravity 7

Animated simplex noise perturbs the base field. Flow lines quiver so the attractor feels alive, not perfectly smooth.

sketches/gravity-8.webp

Gravity 8

Hybrid attractor, repulsor, and noise in one field. Large particle count for smoother trails with lighter overhead.

sketches/gravity-9.webp

Gravity 9

Radial zones change the rule set: orbit near center, pull in a middle band, quiet outside. Behavior shifts as you cross rings.

sketches/gravity-10.webp

Gravity 10

Same blended forces as heavier setups, but vectors refresh every frame so motion stays responsive without a static lookup.

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