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L I Q U I D _ V O I D

001 // GPGPU MORPHOLOGY ENGINE

WebGL React Three Fiber Next.js

An abstract generative fluid simulation crafted with GLSL & React Three Fiber.

[ LAUNCH EXPERIENCE ]   •   [ RESOURCES ]


Header


/ VISION

Liquid Void is a high-end WebGL experiment focused on organic motion, refractive aesthetics, and mathematical beauty. The project explores the intersection of Simplex Noise algorithms and Fresnel equations to simulate a volatile, liquid-like core trapped in a digital vacuum.

Every system is built with a Performance-First mindset, utilizing custom shaders to handle complex vertex displacement directly on the GPU.


/ CORE ARCHITECTURE

[ 01. VERTEX ]

Simplex Distortion
Dynamic noise-based displacement
[ 02. FRAGMENT ]

Fresnel Shading
View-dependent light reflection
[ 03. OPTICS ]

Post-Processing
Cinematic Bloom & Film Grain

/ TECHNICAL SPECIFICATIONS

// NOISE MORPHOLOGY

The mesh utilizes 3D Simplex Noise to calculate real-time vertex displacement. Unlike standard Perlin noise, Simplex provides a more organic, non-directional flow with lower computational overhead.

$$P_{new} = P_{old} + \vec{n} \cdot \text{Snoise}(P_{old} \cdot \omega + t) \cdot A$$

// FRESNEL APPROXIMATION

To achieve the "premium" liquid look, we implement a custom Fresnel effect in the fragment shader. This calculates the reflectance based on the angle between the view vector and the surface normal.

$$F = \max(0.0, 1.0 - \vec{V} \cdot \vec{N})^{power}$$


/ PERFORMANCE STRATEGY

GPU INSTANCINGDPR CLAMPINGMEMOIZED UNIFORMSLERP INTERPOLATION


/ PROJECT STRUCTURE

src/
 ├─ LiquidVoid/
 │  ├─ scene.tsx         // R3F Canvas & Post-Process
 │  ├─ LiquidCore.tsx    // Shader Logic & Uniform Updates
 │  ├─ Overlay.tsx       // Cinematic HUD Overlay
 │  └─ shaders/
 │     ├─ vertex.glsl    // Displacement logic
 │     └─ fragment.glsl  // Color & Fresnel math
 │
 └─ hooks/
    └─ useLerp.ts        // Smooth interaction transitions

/ SYSTEM DESIGN

graph TD
    A[Leva Controls] -->|Uniforms| B[LiquidCore]
    B --> C[Vertex Shader: Noise]
    B --> D[Fragment Shader: Fresnel]
    C --> E[Geometry Displacement]
    D --> F[Color Composition]
    E & F --> G[EffectComposer]
    G --> H[Final Output: Bloom/Grain]
    style B fill:#111,stroke:#FF0055,stroke-width:2px
    style G fill:#111,stroke:#58a6ff,stroke-width:2px
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/ ARCHITECTURE AUTHORSHIP

SUJIT KOJI Creative Technologist & WebGL Architect [ PORTFOLIO ]   /   [ LINKEDIN ]

© 2026 - Open Source Creative Experiment

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Experimental GPGPU Morphology Engine. An immersive generative fluid simulation crafted with GLSL, React Three Fiber, and Next.js.

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