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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... show more
14,095 просмотров • 3 месяцев назад •via X (Twitter)
Комментарии: 20

Mesh transmission material will rise again 🫡.

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

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

Thanks buddy ;)

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

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

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

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

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

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

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 😊

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.

Yooo gg

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.

This is epic

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 🤗

Looks great 👏

Holy fuck why did I not think of that 😲🤯

@threejs

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