A risk surface repriced every frame
A 73k-triangle grid displaced entirely in a custom GLSL vertex shader by an animated exposure field of asset clusters that reprice per frame. The fragment shader ramps colour by exposure and shades with a screen-space normal. Zero CPU geometry work; drag to orbit.
FPS···
Triangles73,000
Vertex workGPU
ShaderGLSL ES 3.0
low medium high exposure
Plate 04 · custom GLSL vertex shader · WebGL2 Surface height and colour = simulated risk · synthetic field
Happy to walk through any of it.
Also built: embedded systems, moving-map engines, production Rust against Norwegian national geodata, and a live product of my own at solrapport.no.
bjreppen@gmail.com