Examples
Fullscreen shaders, compute pipelines, raw WebGPU interop, and read-only source files compiled directly by this docs app.

Simple Gradient
Map screen coordinates to color with a tiny fullscreen fragment shader.

Triangle LED Hero
Analytic edge-glow triangle with LED emitters, floor radiance, and interactive color deploy. Canvas-scoped pointer input drives the lighting while an accessible mode selector chooses highlighted edges.

Anti-Aliasing
One high-contrast scene through Off, MSAA 4×, SSAA 2×, and FXAA — pick a mode and watch the edges.

Post-Processing
A bloom → chromatic-aberration effect chain over crisp animated geometry, with each pass toggleable.

Black Hole
Raymarched gravitational lensing — null geodesics bend starlight around an event horizon while a Keplerian accretion disk glows with Doppler beaming, graded through an HDR bloom chain.

Earth
A procedural planet with GPU-baked albedo, night lights and clouds, a lit atmosphere, and an HDR bloom chain tuned so only the sun glows.

Interactive Fluid
A compact pressure-projected fluid solver with velocity advection, colorful dye, and pointer or touch stirring.

Instanced Rendering
One cube mesh + one instance stream, with 125,000 independently animated cubes.

Batch Rendering
Four primitive ranges in one mesh, recorded once as a render bundle.

Particles ocean
A deep-water surface driven by a real inverse FFT. A Phillips spectrum evolves in frequency space, Stockham passes produce a displacement field, and half a million particles ride the waves through an HDR bloom chain.

Raymarched fractal
A raymarched Sierpiński tetrahedron emerges from pure black under directional light and restrained HDR bloom, with drag-only orbit controls.

Environment Map
One 360° equirectangular map lights the whole scene: it is the background and every reflection on a mirror-metal cube floating in it.

Transmission
A glass cube refracts the scene behind it in screen space: the frame is rendered, blurred into a pyramid, and read back through Snell refraction, chromatic dispersion and a Fresnel-weighted environment reflection.

Radiance Cascades
Draw light with the pointer and watch it bounce: a jump-flooded distance field feeds six radiance cascades — base 4, geometric intervals, linear RGBA16F — merged top-down with visibility alpha into 2D global illumination.

Next.js Flare
Next.js logo shader — a rim-lit N glyph with volumetric scattering: a 48-step ray walk jittered by blue noise over a separable Gaussian blur chain, breathing autonomously until the pointer takes over.

Depth Estimation
Estimate depth from a photo or webcam with ONNX Runtime Web on WebGPU. Shade its GPU-resident output beside the input through a zero-copy vgpu buffer wrap.

MNIST Classifier
Draw a digit and classify it with ONNX Runtime Web on WebGPU. Render the GPU-resident logits through a non-owning vgpu buffer wrap.

Air Painting
Wipe fog off the glass with your hands. ONNX Runtime Web tracks both palms on WebGPU to clear a frosted camera feed.