How it works
Fragment-only shader on a fullscreen plane; fbm(p + fbm(p)) domain warping.
A full-bleed flowing gradient background from domain-warped simplex noise.
Fragment-only shader on a fullscreen plane; fbm(p + fbm(p)) domain warping.
Renders through the single shared <Canvas> via drei <View> — no extra WebGL context, and the render loop only runs while a view is mounted. Low tier renders at 0.5× resolution — backgrounds don’t need retina.
In reduced mode the scene renders on demand only: a static, fully lit frame with no idle motion.
uniform float uSpeed; // 0.25 uniform float uScale; // 1.4 uniform float uWarp; // 1.2 uniform vec3 uC1; // #120b2e uniform vec3 uC2; // #ff4fa3 uniform vec3 uC3; // #4f7bff