Domain-warped FBM
Five octaves of value noise get warped twice, then re-sampled — creating the organic liquid veins, filaments and accent valleys in the FRAG shader.
A GPU surface that flows around the cursor like syrup — the pattern bends, ripples and settles as you stir the canvas.
WebGL ripple field — stir the surface
This page uses a minimal WebGL setup: a fullscreen triangle, a ShaderMaterial-style program and a fragment shader doing domain-warped FBM noise. Cursor position is streamed in as a uniform each frame.
Five octaves of value noise get warped twice, then re-sampled — creating the organic liquid veins, filaments and accent valleys in the FRAG shader.
Around the cursor, two sine ripples propagate outward and a tangential swirl rotates the field — damped uStrength keeps motion smooth and jitter-free.