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Live Link: Source Code: While updating my website, I found an old project that was broken and decided to bring it back to life using WebGPU + TSL in #threejs. I’ve always loved Predator. The first time I saw the Predator cloak effect, I knew I wanted to learn...

14,095 views • 3 months ago •via X (Twitter)

20 Comments

Poimandres's profile picture
Poimandres3 months ago

Mesh transmission material will rise again 🫡.

Anderson Mancini's profile picture
Anderson Mancini3 months ago

Soon hehe 😛. I'm working very hard for that 🤗

DarkStar Initiative's profile picture
DarkStar Initiative3 months ago

That holographic interface effect combined with the jungle lighting looks super immersive!

Anderson Mancini's profile picture
Anderson Mancini3 months ago

Thanks buddy ;)

André's profile picture
André3 months ago

Making me want to rewatch the whole series again, awesome work!

Anderson Mancini's profile picture
Anderson Mancini3 months ago

I just did it yesterday hahah. Including Bad lands. Such a great movie. 🤗

André's profile picture
André3 months ago

Nice! Badlands was amazing! best of the the pred movies though prey was really good too!

David Ronai's profile picture
David Ronai3 months ago

I loved this demo so much when I first saw it long ago, I never realize it was you ! Still having this WOW effect !

Anderson Mancini's profile picture
Anderson Mancini3 months ago

Ahh man. Thank you so much hehe. It is much better with sounds and Yautja language haha.

bradshannon's profile picture
bradshannon3 months ago

Can't wait until the next AvP movie. I love what they're doing with both franchises right now.

Anderson Mancini's profile picture
Anderson Mancini3 months ago

Yeah. The last one I was really skeptical about, but it turned out to be one of my favorites. Still, Predator 1 still hits me hard 😊

bradshannon's profile picture
bradshannon3 months ago

They've had some misses (The Predator), but Prey and Badlands were really good. The Aliens TV show was fun. I hope they continue developing them.

gg's profile picture
gg3 months ago

Yooo gg

Rohan Arun's profile picture
Rohan Arun3 months ago

Hey Super, build a WebGPU Active Cloaking & Optical Refraction Sandbox that enables optics engineers, game developers, and graphics programmers to interactively simulate, evaluate, and inspect 3D optical metamaterial light bending and active Predator camouflage shaders in real-time. Visitors immediately steer a 3D active cloaking field geometry across background test environments (Jungle Canopy, Urban Grid, Optical Target Chart, High-Contrast Calibration Grid) using Three.js WebGL/WebGPU shaders. By tuning refractive index gradients, distortion noise frequency, chromatic aberration dispersion, ripple phase wave velocity, and edge normal falloff in the first viewport, users see background light physically bend and split around the 3D target geometry with live ray-vector diagnostic projections and real-time frame performance metrics. The sandbox features live shader equation toggles (TSL/WGSL refraction math), instant preset scenes ranging from subtle heat shimmer to active optical camouflage, interactive ray-path probe toggles, persistent state customization, and one-click JSON/PNG export of configured optical material parameters. The dark tactical laboratory interface pairs deep obsidian panels with glowing cyan and amber telemetry accents, tactile monospace diagnostic readouts, explicit viewport touch boundaries, and smooth mobile touch controls. The interactive 3D optic viewport initializes in a runnable, populated default state on load so light distortion and chromatic dispersion are immediately active without setup. Ensure all controls directly update the active 3D shader uniforms, ray path calculations, and telemetry metrics in real time. Include preset buttons for Tactical Cloak, Heat Distort Shimmer, Glass Lens Refraction, and High-Dispersion Prism to compare physical refraction properties. Provide export controls for downloading the active optical shader config and high-resolution viewport snapshot. Include precise mathematical equations for Snell's law refraction gradient and TSL refractive dispersion code inspection, alongside a frame timing monitor comparing shader execution across passes.

Michel van den Berg's profile picture
Michel van den Berg3 months ago

This is epic

Anderson Mancini's profile picture
Anderson Mancini3 months ago

Thank you hehe. Be sure to see it closer on theat link. The glass material here has a lot of details that the video can't capture because of the compression 🤗

mert's profile picture
mert3 months ago

Looks great 👏

Silas Kierstein's profile picture
Silas Kierstein3 months ago

Holy fuck why did I not think of that 😲🤯

Aggroed Lighthacker- Peace, Prosperity, & Freedom's profile picture
Aggroed Lighthacker- Peace, Prosperity, & Freedom3 months ago

@threejs

tarun bana's profile picture
tarun bana3 months ago

Thank you for providing the repo. I just can't get tsl code right. It's just errors on errors. Thank you. Lovely demo.

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