Fully procedural cinematic ocean and extreme weather simulation in the browser. Multi-cascade FFT waves, volumetric clouds, hurricanes and tsunamis - every pixel generated on the GPU at runtime, zero external assets. Three.js / WebGL2 / GLSL3.
WebGL2 replica of Apple's Liquid Glass: squircle SDF thickness field -> Snell refraction with a meniscus rim, dispersion, variable-blur scattering, Fresnel rim
Real-time water and atmospheric scattering for PlayCanvas, with nine cinematic studies and reusable Editor components.