برچسب: WebGL

  • Building a Blended Material Shader in WebGL with Solid.js

    Building a Blended Material Shader in WebGL with Solid.js



    Blackbird was a fun, experimental site that I used as a way to get familiar with WebGL inside of Solid.js. It went through the story of how the SR-71 was built in super technical detail. The wireframe effect covered here helped visualize the technology beneath the surface of the SR-71 while keeping the polished metal exterior visible that matched the sites aesthetic.

    Here is how the effect looks like on the Blackbird site:

    In this tutorial, we’ll rebuild that effect from scratch: rendering a model twice, once as a solid and once as a wireframe, then blending the two together in a shader for a smooth, animated transition. The end result is a flexible technique you can use for technical reveals, holograms, or any moment where you want to show both the structure and the surface of a 3D object.

    There are three things at work here: material properties, render targets, and a black-to-white shader gradient. Let’s get into it!

    But First, a Little About Solid.js

    Solid.js isn’t a framework name you hear often, I’ve switched my personal work to it for the ridiculously minimal developer experience and because JSX remains the greatest thing since sliced bread. You absolutely don’t need to use the Solid.js part of this demo, you could strip it out and use vanilla JS all the same. But who knows, you may enjoy it 🙂

    Intrigued? Check out Solid.js.

    Why I Switched

    TLDR: Full-stack JSX without all of the opinions of Next and Nuxt, plus it’s like 8kb gzipped, wild.

    The technical version: Written in JSX, but doesn’t use a virtual DOM, so a “reactive” (think useState()) doesn’t re-render an entire component, just one DOM node. Also runs isomorphically, so "use client" is a thing of the past.

    Setting Up Our Scene

    We don’t need anything wild for the effect: a Mesh, Camera, Renderer, and Scene will do. I use a base Stage class (for theatrical-ish naming) to control when things get initialized.

    A Global Object for Tracking Window Dimensions

    window.innerWidth and window.innerHeight trigger document reflow when you use them (more about document reflow here). So I keep them in one object, only updating it when necessary and reading from the object, instead of using window and causing reflow. Notice these are all set to 0 and not actual values by default. window gets evaluated as undefined when using SSR, so we want to wait to set this until our app is mounted, GL class is initialized, and window is defined to avoid everybody’s favorite error: Cannot read properties of undefined (reading ‘window’).

    // src/gl/viewport.js
    
    export const viewport = {
      width: 0,
      height: 0,
      devicePixelRatio: 1,
      aspectRatio: 0,
    };
    
    export const resizeViewport = () => {
      viewport.width = window.innerWidth;
      viewport.height = window.innerHeight;
    
      viewport.aspectRatio = viewport.width / viewport.height;
    
      viewport.devicePixelRatio = Math.min(window.devicePixelRatio, 2);
    };

    A Basic Three.js Scene, Renderer, and Camera

    Before we can render anything, we need a small framework to handle our scene setup, rendering loop, and resizing logic. Instead of scattering this across multiple files, we’ll wrap it in a Stage class that initializes the camera, renderer, and scene in one place. This makes it easier to keep our WebGL lifecycle organized, especially once we start adding more complex objects and effects.

    // src/gl/stage.js
    
    import { WebGLRenderer, Scene, PerspectiveCamera } from 'three';
    import { viewport, resizeViewport } from './viewport';
    
    class Stage {
      init(element) {
        resizeViewport() // Set the initial viewport dimensions, helps to avoid using window inside of viewport.js for SSR-friendliness
        
        this.camera = new PerspectiveCamera(45, viewport.aspectRatio, 0.1, 1000);
        this.camera.position.set(0, 0, 2); // back the camera up 2 units so it isn't on top of the meshes we make later, you won't see them otherwise.
    
        this.renderer = new WebGLRenderer();
        this.renderer.setSize(viewport.width, viewport.height);
        element.appendChild(this.renderer.domElement); // attach the renderer to the dom so our canvas shows up
    
        this.renderer.setPixelRatio(viewport.devicePixelRatio); // Renders higher pixel ratios for screens that require it.
    
        this.scene = new Scene();
      }
    
      render() {
        this.renderer.render(this.scene, this.camera);
        requestAnimationFrame(this.render.bind(this));
    // All of the scenes child classes with a render method will have it called automatically
        this.scene.children.forEach((child) => {
          if (child.render && typeof child.render === 'function') {
            child.render();
          }
        });
      }
    
      resize() {
        this.renderer.setSize(viewport.width, viewport.height);
        this.camera.aspect = viewport.aspectRatio;
        this.camera.updateProjectionMatrix();
    
    // All of the scenes child classes with a resize method will have it called automatically
        this.scene.children.forEach((child) => {
          if (child.resize && typeof child.resize === 'function') {
            child.resize();
          }
        });
      }
    }
    
    export default new Stage();

    And a Fancy Mesh to Go With It

    With our stage ready, we can give it something interesting to render. A torus knot is perfect for this: it has plenty of curves and detail to show off both the wireframe and solid passes. We’ll start with a simple MeshNormalMaterial in wireframe mode so we can clearly see its structure before moving on to the blended shader version.

    // src/gl/torus.js
    
    import { Mesh, MeshBasicMaterial, TorusKnotGeometry } from 'three';
    
    export default class Torus extends Mesh {
      constructor() {
        super();
    
        this.geometry = new TorusKnotGeometry(1, 0.285, 300, 26);
        this.material = new MeshNormalMaterial({
          color: 0xffff00,
          wireframe: true,
        });
    
        this.position.set(0, 0, -8); // Back up the mesh from the camera so its visible
      }
    }

    A quick note on lights

    For simplicity we’re using MeshNormalMaterial so we don’t have to mess with lights. The original effect on Blackbird had six lights, waaay too many. The GPU on my M1 Max was choked to 30fps trying to render the complex models and realtime six-point lighting. But reducing this to just 2 lights (which visually looked identical) ran at 120fps no problem. Three.js isn’t like Blender where you can plop in 14 lights and torture your beefy computer with the render for 12 hours while you sleep. The lights in WebGL have consequences 🫠

    Now, the Solid JSX Components to House It All

    // src/components/GlCanvas.tsx
    
    import { onMount, onCleanup } from 'solid-js';
    import Stage from '~/gl/stage';
    
    export default function GlCanvas() {
    // let is used instead of refs, these aren't reactive
      let el;
      let gl;
      let observer;
    
      onMount(() => {
        if(!el) return
        gl = Stage;
    
        gl.init(el);
        gl.render();
    
    
        observer = new ResizeObserver((entry) => gl.resize());
        observer.observe(el); // use ResizeObserver instead of the window resize event. 
        // It is debounced AND fires once when initialized, no need to call resize() onMount
      });
    
      onCleanup(() => {
        if (observer) {
          observer.disconnect();
        }
      });
    
    
      return (
        <div
          ref={el}
          style={{
            position: 'fixed',
            inset: 0,
            height: '100lvh',
            width: '100vw',
          }}
          
        />
      );
    }

    let is used to declare a ref, there is no formal useRef() function in Solid. Signals are the only reactive method. Read more on refs in Solid.

    Then slap that component into app.tsx:

    // src/app.tsx
    
    import { Router } from '@solidjs/router';
    import { FileRoutes } from '@solidjs/start/router';
    import { Suspense } from 'solid-js';
    import GlCanvas from './components/GlCanvas';
    
    export default function App() {
      return (
        <Router
          root={(props) => (
            <Suspense>
              {props.children}
              <GlCanvas />
            </Suspense>
          )}
        >
          <FileRoutes />
        </Router>
      );
    }

    Each 3D piece I use is tied to a specific element on the page (usually for timeline and scrolling), so I create an individual component to control each class. This helps me keep organized when I have 5 or 6 WebGL moments on one page.

    // src/components/WireframeDemo.tsx
    
    import { createEffect, createSignal, onMount } from 'solid-js'
    import Stage from '~/gl/stage';
    import Torus from '~/gl/torus';
    
    export default function WireframeDemo() {
      let el;
      const [element, setElement] = createSignal(null);
      const [actor, setActor] = createSignal(null);
    
      createEffect(() => {
        setElement(el);
        if (!element()) return;
    
        setActor(new Torus()); // Stage is initialized when the page initially mounts, 
        // so it's not available until the next tick. 
        // A signal forces this update to the next tick, 
        // after Stage is available.
    
        Stage.scene.add(actor());
      });
    
      return <div ref={el} />;
    }

    createEffect() instead of onMount(): this automatically tracks dependencies (element, and actor in this case) and fires the function when they change, no more useEffect() with dependency arrays 🙃. Read more on createEffect in Solid.

    Then a minimal route to put the component on:

    // src/routes/index.tsx
    
    import WireframeDemo from '~/components/WiframeDemo';
    
    export default function Home() {
      return (
        <main>
          <WireframeDemo />
        </main>
      );
    }
    Diagramming showing the folder structure of a code project

    Now you’ll see this:

    Rainbow torus knot

    Switching a Material to Wireframe

    I loved wireframe styling for the Blackbird site! It fit the prototype feel of the story, fully textured models felt too clean, wireframes are a bit “dirtier” and unpolished. You can wireframe just about any material in Three.js with this:

    // /gl/torus.js
    
      this.material.wireframe = true
      this.material.needsUpdate = true;
    Rainbow torus knot changing from wireframe to solid colors

    But we want to do this dynamically on only part of our model, not on the entire thing.

    Enter render targets.

    The Fun Part: Render Targets

    Render Targets are a super deep topic but they boil down to this: Whatever you see on screen is a frame for your GPU to render, in WebGL you can export that frame and re-use it as a texture on another mesh, you are creating a “target” for your rendered output, a render target.

    Since we’re going to need two of these targets, we can make a single class and re-use it.

    // src/gl/render-target.js
    
    import { WebGLRenderTarget } from 'three';
    import { viewport } from '../viewport';
    import Torus from '../torus';
    import Stage from '../stage';
    
    export default class RenderTarget extends WebGLRenderTarget {
      constructor() {
        super();
    
        this.width = viewport.width * viewport.devicePixelRatio;
        this.height = viewport.height * viewport.devicePixelRatio;
      }
    
      resize() {
        const w = viewport.width * viewport.devicePixelRatio;
        const h = viewport.height * viewport.devicePixelRatio;
    
        this.setSize(w, h)
      }
    }

    This is just an output for a texture, nothing more.

    Now we can make the class that will consume these outputs. It’s a lot of classes, I know, but splitting up individual units like this helps me keep track of where stuff happens. 800 line spaghetti mega-classes are the stuff of nightmares when debugging WebGL.

    // src/gl/targeted-torus.js
    
    import {
      Mesh,
      MeshNormalMaterial,
      PerspectiveCamera,
      PlaneGeometry,
    } from 'three';
    import Torus from './torus';
    import { viewport } from './viewport';
    import RenderTarget from './render-target';
    import Stage from './stage';
    
    export default class TargetedTorus extends Mesh {
      targetSolid = new RenderTarget();
      targetWireframe = new RenderTarget();
    
      scene = new Torus(); // The shape we created earlier
      camera = new PerspectiveCamera(45, viewport.aspectRatio, 0.1, 1000);
      
      constructor() {
        super();
    
        this.geometry = new PlaneGeometry(1, 1);
        this.material = new MeshNormalMaterial();
      }
    
      resize() {
        this.targetSolid.resize();
        this.targetWireframe.resize();
    
        this.camera.aspect = viewport.aspectRatio;
        this.camera.updateProjectionMatrix();
      }
    }

    Now, switch our WireframeDemo.tsx component to use the TargetedTorus class, instead of Torus:

    // src/components/WireframeDemo.tsx 
    
    import { createEffect, createSignal, onMount } from 'solid-js';
    import Stage from '~/gl/stage';
    import TargetedTorus from '~/gl/targeted-torus';
    
    export default function WireframeDemo() {
      let el;
      const [element, setElement] = createSignal(null);
      const [actor, setActor] = createSignal(null);
    
      createEffect(() => {
        setElement(el);
        if (!element()) return;
    
        setActor(new TargetedTorus()); // << change me
    
        Stage.scene.add(actor());
      });
    
      return <div ref={el} data-gl="wireframe" />;
    }

    “Now all I see is a blue square Nathan, it feel like we’re going backwards, show me the cool shape again”.

    Shhhhh, It’s by design I swear!

    From MeshNormalMaterial to ShaderMaterial

    We can now take our Torus rendered output and smack it onto the blue plane as a texture using ShaderMaterial. MeshNormalMaterial doesn’t let us use a texture, and we’ll need shaders soon anyway. Inside of targeted-torus.js remove the MeshNormalMaterial and switch this in:

    // src/gl/targeted-torus.js
    
    this.material = new ShaderMaterial({
      vertexShader: `
        varying vec2 v_uv;
    
        void main() {
          gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
          v_uv = uv;
        }
      `,
      fragmentShader: `
        varying vec2 v_uv;
        varying vec3 v_position;
    
        void main() {
          gl_FragColor = vec4(0.67, 0.08, 0.86, 1.0);
        }
      `,
    });

    Now we have a much prettier purple plane with the help of two shaders:

    • Vertex shaders manipulate vertex locations of our material, we aren’t going to touch this one further
    • Fragment shaders assign the colors and properties to each pixel of our material. This shader tells every pixel to be purple

    Using the Render Target Texture

    To show our Torus instead of that purple color, we can feed the fragment shader an image texture via uniforms:

    // src/gl/targeted-torus.js
    
    this.material = new ShaderMaterial({
      vertexShader: `
        varying vec2 v_uv;
    
        void main() {
          gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
          v_uv = uv;
        }
      `,
      fragmentShader: `
        varying vec2 v_uv;
        varying vec3 v_position;
    
        // declare 2 uniforms
        uniform sampler2D u_texture_solid;
        uniform sampler2D u_texture_wireframe;
    
        void main() {
          // declare 2 images
          vec4 wireframe_texture = texture2D(u_texture_wireframe, v_uv);
          vec4 solid_texture = texture2D(u_texture_solid, v_uv);
    
          // set the color to that of the image
          gl_FragColor = solid_texture;
        }
      `,
      uniforms: {
        u_texture_solid: { value: this.targetSolid.texture },
        u_texture_wireframe: { value: this.targetWireframe.texture },
      },
    });

    And add a render method to our TargetedTorus class (this is called automatically by the Stage class):

    // src/gl/targeted-torus.js
    
    render() {
      this.material.uniforms.u_texture_solid.value = this.targetSolid.texture;
    
      Stage.renderer.render(this.scene, this.camera);
      Stage.renderer.setRenderTarget(this.targetSolid);
      Stage.renderer.clear();
      Stage.renderer.setRenderTarget(null);
    }

    THE TORUS IS BACK. We’ve passed our image texture into the shader and its outputting our original render.

    Mixing Wireframe and Solid Materials with Shaders

    Shaders were black magic to me before this project. It was my first time using them in production and I’m used to frontend where you think in boxes. Shaders are coordinates 0 to 1, which I find far harder to understand. But, I’d used Photoshop and After Effects with layers plenty of times. These applications do a lot of the same work shaders can: GPU computing. This made it far easier. Starting out by picturing or drawing what I wanted, thinking how I might do it in Photoshop, then asking myself how I could do it with shaders. Photoshop or AE into shaders is far less mentally taxing when you don’t have a deep foundation in shaders.

    Populating Both Render Targets

    At the moment, we are only saving data to the solidTarget render target via normals. We will update our render loop, so that our shader has them both this and wireframeTarget available simultaneously.

    // src/gl/targeted-torus.js
    
    render() {
      // Render wireframe version to wireframe render target
      this.scene.material.wireframe = true;
      Stage.renderer.setRenderTarget(this.targetWireframe);
      Stage.renderer.render(this.scene, this.camera);
      this.material.uniforms.u_texture_wireframe.value = this.targetWireframe.texture;
    
      // Render solid version to solid render target
      this.scene.material.wireframe = false;
      Stage.renderer.setRenderTarget(this.targetSolid);
      Stage.renderer.render(this.scene, this.camera);
      this.material.uniforms.u_texture_solid.value = this.targetSolid.texture;
    
      // Reset render target
      Stage.renderer.setRenderTarget(null);
    }

    With this, you end up with a flow that under the hood looks like this:

    Diagram with red lines describing data being passed around

    Fading Between Two Textures

    Our fragment shader will get a little update, 2 additions:

    • smoothstep creates a linear ramp between 2 values. UVs only go from 0 to 1, so in this case we use .15 and .65 as the limits (they look make the effect more obvious than 0 and 1). Then we use the x value of the uvs to define which value gets fed into smoothstep.
    • vec4 mixed = mix(wireframe_texture, solid_texture, blend); mix does exactly what it says, mixes 2 values together at a ratio determined by blend. .5 being a perfectly even split.
    // src/gl/targeted-torus.js
    
    fragmentShader: `
      varying vec2 v_uv;
      varying vec3 v_position;
    
      // declare 2 uniforms
      uniform sampler2D u_texture_solid;
      uniform sampler2D u_texture_wireframe;
    
      void main() {
        // declare 2 images
        vec4 wireframe_texture = texture2D(u_texture_wireframe, v_uv);
        vec4 solid_texture = texture2D(u_texture_solid, v_uv);
    
        float blend = smoothstep(0.15, 0.65, v_uv.x);
        vec4 mixed = mix(wireframe_texture, solid_texture, blend);        
    
        gl_FragColor = mixed;
      }
    `,

    And boom, MIXED:

    Rainbow torus knot with wireframe texture

    Let’s be honest with ourselves, this looks exquisitely boring being static so we can spice this up with little magic from GSAP.

    // src/gl/torus.js
    
    import {
      Mesh,
      MeshNormalMaterial,
      TorusKnotGeometry,
    } from 'three';
    import gsap from 'gsap';
    
    export default class Torus extends Mesh {
      constructor() {
        super();
    
        this.geometry = new TorusKnotGeometry(1, 0.285, 300, 26);
        this.material = new MeshNormalMaterial();
    
        this.position.set(0, 0, -8);
    
        // add me!
        gsap.to(this.rotation, {
          y: 540 * (Math.PI / 180), // needs to be in radians, not degrees
          ease: 'power3.inOut',
          duration: 4,
          repeat: -1,
          yoyo: true,
        });
      }
    }

    Thank You!

    Congratulations, you’ve officially spent a measurable portion of your day blending two materials together. It was worth it though, wasn’t it? At the very least, I hope this saved you some of the mental gymnastics orchestrating a pair of render targets.

    Have questions? Hit me up on Twitter!



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  • Interactive WebGL Backgrounds: A Quick Guide to Bayer Dithering

    Interactive WebGL Backgrounds: A Quick Guide to Bayer Dithering



    User experience relies on small, thoughtful details that fit well into the overall design without overpowering the user. This balance can be tricky, especially with technologies like WebGL. While they can create amazing visuals, they can also become too complicated and distracting if not handled carefully.

    One subtle but effective technique is the Bayer Dithering Pattern. For example, JetBrains’ recent Junie campaign page uses this approach to craft an immersive and engaging atmosphere that remains visually balanced and accessible.

    In this tutorial, I’ll introduce you to the Bayer Dithering Pattern. I’ll explain what it is, how it works, and how you can apply it to your own web projects to enhance visual depth without overpowering the user experience.

    Bayer Dithering

    The Bayer pattern is a type of ordered dithering, which lets you simulate gradients and depth using a fixed matrix.

    If we scale this matrix appropriately, we can target specific values and create basic patterns.

    Here’s a simple example:

    // 2×2 Bayer matrix pattern: returns a value in [0, 1)
    float Bayer2(vec2 a)
    {
        a = floor(a);                // Use integer cell coordinates
        return fract(a.x / 2.0 + a.y * a.y * 0.75);
        // Equivalent lookup table:
        // (0,0) → 0.0,  (1,0) → 0.5
        // (0,1) → 0.75, (1,1) → 0.25
    }

    Let’s walk through an example of how this can be used:

    // 1. Base mask: left half is a black-to-white gradient 
    float mask = uv.y;
    
    // 2. Right half: apply ordered dithering
    if (uv.x > 0.5) {
        float dither = Bayer2(fragCoord);
        mask += dither - 0.5;
        mask  = step(0.5, mask); // binary threshold
    }
    
    // 3. Output the result
    fragColor = vec4(vec3(mask), 1.0);

    So with just a small matrix, we get four distinct dithering values—essentially for free.

    See the Pen
    Bayer2x2 by zavalit (@zavalit)
    on CodePen.

    Creating a Background Effect

    This is still pretty basic—nothing too exciting UX-wise yet. Let’s take it further by creating a grid on our UV map. We’ll define the size of a “pixel” and the size of the matrix that determines whether each “pixel” is on or off using Bayer ordering.

    const float PIXEL_SIZE = 10.0; // Size of each pixel in the Bayer matrix
    const float CELL_PIXEL_SIZE = 5.0 * PIXEL_SIZE; // 5x5 matrix
    
     
    float aspectRatio = uResolution.x / uResolution.y;
       
    vec2 pixelId = floor(fragCoord / PIXEL_SIZE); 
    vec2 cellId = floor(fragCoord / CELL_PIXEL_SIZE); 
    vec2 cellCoord = cellId * CELL_PIXEL_SIZE;
    
    vec2 uv = cellCoord/uResolution * vec2(aspectRatio, 1.0);
    
    vec3 baseColor = vec3(uv, 0.0);       

    You’ll see a rendered UV grid with blue dots for pixels and white (and subsequent blocks of the same size) for the Bayer matrix.

    See the Pen
    Pixel & Cell UV by zavalit (@zavalit)
    on CodePen.

    Recursive Bayer Matrices

    Bayer’s genius was a recursively generated mask that keeps noise high-frequency and code low-complexity. So now let’s try it out, and apply also larger dithering matrix:

    float Bayer2(vec2 a) { a = floor(a); return fract(a.x / 2. + a.y * a.y * .75); }
    #define Bayer4(a)   (Bayer2(0.5 * (a)) * 0.25 + Bayer2(a))
    #define Bayer8(a)   (Bayer4(0.5 * (a)) * 0.25 + Bayer2(a))
    #define Bayer16(a)   (Bayer8(0.5 * (a)) * 0.25 + Bayer2(a))
    
    ...
      if(uv.x > .2) dither = Bayer2 (pixelId);   
      if(uv.x > .4) dither = Bayer4 (pixelId);
      if(uv.x > .6) dither = Bayer8 (pixelId);
      if(uv.x > .8) dither = Bayer16(pixelId);
    ...

    This gives us a nice visual transition from a basic UV grid to Bayer matrices of increasing complexity (2×2, 4×4, 8×8, 16×16).

    See the Pen
    Bayer Ranges Animation by zavalit (@zavalit)
    on CodePen.

    As you see, the 8×8 and 16×16 patterns are quite similar—beyond 8×8, the perceptual gain becomes minimal. So we’ll stick with Bayer8 for the next step.

    Now, we’ll apply Bayer8 to a UV map modulated by fbm noise to make the result feel more organic—just as we promised.

    See the Pen
    Bayer fbm noise by zavalit (@zavalit)
    on CodePen.

    Adding Interactivity

    Here’s where things get exciting: real-time interactivity that background videos can’t replicate. Let’s run a ripple effect around clicked points using the dithering pattern. We’ll iterate over all active clicks and compute a wave:

     for (int i = 0; i < MAX_CLICKS; ++i) {
    
        // convert this click to square‑unit UV
        vec2 pos = uClickPos[i];
        if(pos.x < 0.0 && pos.y < 0.0) continue; // skip empty clicks
            
        vec2 cuv = (((pos - uResolution * .5 - cellPixelSize * .5) / (uResolution) )) * vec2(aspectRatio, 1.0);
    
        float t = max(uTime - uClickTimes[i], 0.0);
        float r = distance(uv, cuv);
    
        float waveR = speed * t;
        float ring  = exp(-pow((r - waveR) / thickness, 2.0));
        float atten = exp(-dampT * t) * exp(-dampR * r);
    
        feed = max(feed, ring * atten);           // brightest wins
    }

    Try to click on the CodePen bellow:

    See the Pen
    Untitled by zavalit (@zavalit)
    on CodePen.

    Final Thoughts

    Because the entire Bayer-dither background is generated in a single GPU pass, it renders in under 0.2 ms even at 4K, ships in ~3 KB (+ Three.js in this case), and consumes zero network bandwidth after load. SVG can’t touch that once you have thousands of nodes, and autoplay video is two orders of magnitude heavier on bandwidth, CPU and battery. In short: this is the probably one of the lightest fully-interactive background effect you can build on the open web today.



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  • How to Create Responsive and SEO-friendly WebGL Text

    How to Create Responsive and SEO-friendly WebGL Text


    Responsive text article cover image

    Rendering text in WebGL opens up a whole new world of unique visual effects and creative possibilities that are often
    impossible to achieve with traditional HTML, CSS and JavaScript alone. By the end of this tutorial, we’ll have created
    WebGL-rendered text elements that perfectly mimic the underlying HTML structure. Since we’ll be taking an HTML-first
    approach, it will be responsive, SEO-friendly and accessible. We’ll be doing every step manually so you’ll gain a
    solid understanding of the principles behind merging HTML and WebGL, and text-specific stuff like how to translate CSS
    styles into the 3D world.

    We’ll be creating the below demo:

    We’ll start off with a standard styled HTML setup. Then we’ll recreate the text elements we have inside a 3D world.
    From there, we’ll position, scale and make the text responsive with the 3D space. Next, we’ll replicate the “mask
    reveal effect” in WebGL. And finally, we’ll apply some scroll-driven post processing effects to the scene.

    Below are the core steps we’ll follow to achieve the final result:

    1. Create the text as a HTML element and style it regularly using CSS
    2. Create a 3D world and recreate the text element within it
    3. Merge the 3D and 2D world, so that we can style the 3D text by using our viewport’s dimensions
    4. Sync the key properties like position, size and font — from the HTML element to the WebGL text element
    5. Hide the original HTML element
    6. Be left with only the 3D text, fully styled and positioned in sync with the hidden HTML structure
    7. Apply animations and post-processing to enhance our 3D scene

    Necessities and Prerequisites

    We’ll be using the Three.js library to create the 3D world, so you should already be familiar with its basics. For the
    creation of text meshes, we’ll be using the
    troika-three-text
    library, but you don’t have to be familiar with the library beforehand. If you’ve used HTML, CSS and JavaScript, know
    the basics of Three.JS,
    you’re good to go.

    Let’s get started.

    1. Creating the Regular HTML and Making it Responsive

    Before diving into the WebGL and Three.js implementation, we first need to create the HTML structure that we’ll later
    mimic in the 3D world. I’ve set up a very simple page with some quick responsive content — you can find the
    setup content
    in the demo repository under
    index.html
    and
    styles.css
    .

    HTML
    :

    <div class="content">
      <div class="container">
        <section class="section__heading">
          <h3 data-animation="webgl-text" class="text__2">THREE.JS</h3>
          <h2 data-animation="webgl-text" class="text__1">
            RESPONSIVE AND ACCESSIBLE TEXT
          </h2>
        </section>
        <section class="section__main__content">
          <p data-animation="webgl-text" class="text__2">
            THIS TEXT IS STYLED TO LOOK LIKE A TYPICAL BLOCK OF TEXT ON A STANDARD
            WEBSITE. BUT UNDER THE SURFACE, IT'S BEING RENDERED WITH WEBGL INSTEAD
            OF TRADITIONAL HTML.
          </p>
          <p data-animation="webgl-text" class="text__2">
            THIS OPENS THE DOOR TO CUSTOM SHADER EFFECTS AND INTERACTIONS THAT GO
            BEYOND WHAT'S POSSIBLE WITH TRADITIONAL HTML.
          </p>
          <p data-animation="webgl-text" class="text__2">
            WE KEEP THE UNDERYLING HTML STRUCTURE PRESENT IN THE DOM. RATHER THAN
            CREATING MESHES DIRECTLY IN THREE.JS, THE SCENE IS BUILT BY READING FROM
            THE EXISTING HTML CONTENT. THIS WAY, SCREEN READERS, SEARCH ENGINES, AND
            OTHER TOOLS CAN STILL INTERPRET THE PAGE AS EXPECTED.
          </p>
        </section>
        <section class="section__footer">
          <p data-animation="webgl-text" class="text__3">
            NOW GO CRAZY WITH THE SHADERS :)
          </p>
        </section>
      </div>
    </div>
    

    styles.css

    :root {
      --clr-text: #fdcdf9;
      --clr-selection: rgba(255, 156, 245, 0.3);
      --clr-background: #212720;
    }
    
    @font-face {
      font-family: "Humane";
      src: url("/fonts/Humane-Black.ttf") format("truetype");
      font-weight: 900;
      font-style: normal;
      font-display: swap;
    }
    
    @font-face {
      font-family: "Humane";
      src: url("/fonts/Humane-Bold.ttf") format("truetype");
      font-weight: 700;
      font-style: normal;
      font-display: swap;
    }
    
    @font-face {
      font-family: "Humane";
      src: url("/fonts/Humane-ExtraBold.ttf") format("truetype");
      font-weight: 800;
      font-style: normal;
      font-display: swap;
    }
    
    @font-face {
      font-family: "Humane";
      src: url("/fonts/Humane-ExtraLight.ttf") format("truetype");
      font-weight: 200;
      font-style: normal;
      font-display: swap;
    }
    
    @font-face {
      font-family: "Humane";
      src: url("/fonts/Humane-Light.ttf") format("truetype");
      font-weight: 300;
      font-style: normal;
      font-display: swap;
    }
    
    @font-face {
      font-family: "Humane";
      src: url("/fonts/Humane-Medium.ttf") format("truetype");
      font-weight: 500;
      font-style: normal;
      font-display: swap;
    }
    
    @font-face {
      font-family: "Humane";
      src: url("/fonts/Humane-Regular.ttf") format("truetype");
      font-weight: 400;
      font-style: normal;
      font-display: swap;
    }
    
    @font-face {
      font-family: "Humane";
      src: url("/fonts/Humane-SemiBold.ttf") format("truetype");
      font-weight: 600;
      font-style: normal;
      font-display: swap;
    }
    
    @font-face {
      font-family: "Humane";
      src: url("/fonts/Humane-Thin.ttf") format("truetype");
      font-weight: 100;
      font-style: normal;
      font-display: swap;
    }
    
    body {
      background: var(--clr-background);
    }
    
    canvas {
      position: fixed;
      top: 0;
      left: 0;
      width: 100vw;
      height: 100vh;
      pointer-events: none;
    }
    
    ::selection {
      background-color: var(--clr-selection);
      color: var(--clr-text);
    }
    
    ::-moz-selection {
      background-color: var(--clr-selection);
      color: var(--clr-text);
    }
    
    .text__1,
    .text__2,
    .text__3 {
      color: var(--clr-text);
      text-align: center;
      margin-block-start: 0;
      margin-block-end: 0;
    }
    
    .content {
      width: 100%;
      font-family: Humane;
      font-size: 0.825vw;
    
      @media (max-width: 768px) {
        font-size: 2vw;
      }
    }
    .container {
      display: flex;
      flex-direction: column;
      align-items: center;
    
      width: 70em;
      gap: 17.6em;
      padding: 6em 0;
    
      @media (max-width: 768px) {
        width: 100%;
      }
    }
    
    .container section {
      display: flex;
      flex-direction: column;
      align-items: center;
      height: auto;
    }
    
    .section__main__content {
      gap: 5.6em;
    }
    
    .text__1 {
      font-size: 19.4em;
      font-weight: 700;
      max-width: 45em;
    
      @media (max-width: 768px) {
        font-size: 13.979em;
      }
    }
    
    .text__2 {
      font-size: 4.9em;
      max-width: 7.6em;
      letter-spacing: 0.01em;
    }
    
    .text__3 {
      font-size: 13.979em;
      max-width: 2.4em;
    }
    

    A Few Key Notes about the Setup

    • The
      <canvas>
      element is set to cover the entire screen, fixed in place behind the main content. We want a full screen canvas
      covering the entire screen behind our main content at all times.
    • All text elements intended for WebGL rendering are marked with data-animation=”webgl-text” for clarity and easy
      selection when we begin scripting.

    The purpose of this setup is to function as the “placeholder” that we can mimic in our 3D implementation. So, it’s
    important to
    position and style your text at this stage
    to ensure it matches the final sizing and positioning that you want to achieve. All text formatting properties like
    font-size, letter-spacing, line-height etc. are the properties you want to focus on, because we’ll later read these
    computed styles directly from the DOM during the WebGL phase. Color is optional here, as we can handle text coloring
    later with shaders inside WebGL.

    That’s it for the HTML and CSS setup! It’s all we need for the foundation to move onto our JavaScript and WebGL
    implementation.

    2. Initial 3D World Setup

    Let’s move onto the JavaScript and WebGL implementation. I’ll be using TypeScript, but you can easily follow along
    with vanilla JavaScript if you prefer. I’m assuming you’re already familiar with the basics of Three.js, so I’ll focus
    on explaining the high-level setup rather than covering every detail.

    Below is the starter TypeScript and Three.JS base that I’ll be using for this demo.

    // main.ts
    
    import Commons from "./classes/Commons";
    import * as THREE from "three";
    
    /**
     * Main entry-point.
     * Creates Commons and Scenes
     * Starts the update loop
     * Eventually creates Postprocessing and Texts.
      */
    class App {
      private commons!: Commons;
    
      scene!: THREE.Scene;
    
      constructor() {
        document.addEventListener("DOMContentLoaded", async () => {
          await document.fonts.ready; // Important to wait for fonts to load when animating any texts.
    
          this.commons = Commons.getInstance();
          this.commons.init();
    
          this.createScene();
          
          this.addEventListeners();
    
          this.update();
        });
      }
    
      private createScene() {
        this.scene = new THREE.Scene();
      }
    
      /**
       * The main loop handler of the App
       * The update function to be called on each frame of the browser.
       * Calls update on all other parts of the app
       */
      private update() {
        this.commons.update();
    
        this.commons.renderer.render(this.scene, this.commons.camera);
    
        window.requestAnimationFrame(this.update.bind(this));
      }
    
      private addEventListeners() {
        window.addEventListener("resize", this.onResize.bind(this));
      }
    
      private onResize() {
        this.commons.onResize();
      }
    }
    
    export default new App();
    
    // Commons.ts
    
    import { PerspectiveCamera, WebGLRenderer, Clock } from "three";
    
    import Lenis from "lenis";
    
    export interface Screen {
      width: number;
      height: number;
      aspect: number;
    }
    
    export interface Sizes {
      screen: Screen;
      pixelRatio: number
    }
    
    /**
     * Singleton class for Common stuff.
     * Camera
     * Renderer
     * Lenis
     * Time
     */
    export default class Commons {
      private constructor() {}
      
      private static instance: Commons;
    
      lenis!: Lenis;
      camera!: PerspectiveCamera;
      renderer!: WebGLRenderer;
    
      private time: Clock = new Clock();
      elapsedTime!: number;
    
      sizes: Sizes = {
        screen: {
          width: window.innerWidth,
          height: window.innerHeight,
          aspect: window.innerWidth / window.innerHeight,
        },
        pixelRatio: this.getPixelRatio(),
      };
    
      private distanceFromCamera: number = 1000;
    
      /**
       * Function to be called to either create Commons Singleton instance, or to return existing one.
       * TODO AFTER: Call instances init() function.
       * @returns Commons Singleton Instance.
       */
      static getInstance() {
        if (this.instance) return this.instance;
    
        this.instance = new Commons();
        return this.instance;
      }
    
      /**
       * Initializes all-things Commons. To be called after instance is set.
       */
      init() {
        this.createLenis();
        this.createCamera();
        this.createRenderer();
      }
    
      /**
       * Creating Lenis instance.
       * Sets autoRaf to true so we don't have to manually update Lenis on every frame.
       * Resets possible saved scroll position.
       */
      private createLenis() {
        this.lenis = new Lenis({ autoRaf: true, duration: 2 });
      }
    
      private createCamera() {
        this.camera = new PerspectiveCamera(
          70,
          this.sizes.screen.aspect,
          200,
          2000
        );
        this.camera.position.z = this.distanceFromCamera;
        this.camera.updateProjectionMatrix();
      }
    
      /**
       * createRenderer(): Creates the common WebGLRenderer to be used.
       */
      private createRenderer() {
        this.renderer = new WebGLRenderer({
          alpha: true, // Sets scene background to transparent, so our body background defines the background color
        });
    
        this.renderer.setSize(this.sizes.screen.width, this.sizes.screen.height);
    
        this.renderer.setPixelRatio(this.sizes.pixelRatio);
    
    	  // Creating canvas element and appending to body element.
        document.body.appendChild(this.renderer.domElement); 
      }
    
      /**
       * Single source of truth to get pixelRatio.
       */
      getPixelRatio() {
        return Math.min(window.devicePixelRatio, 2);
      }
    
      /**
       * Resize handler function is called from the entry-point (main.ts)
       * Updates the Common screen dimensions.
       * Updates the renderer.
       * Updates the camera.
       */
      onResize() {
        this.sizes.screen = {
          width: window.innerWidth,
          height: window.innerHeight,
          aspect: window.innerWidth / window.innerHeight,
        };
        this.sizes.pixelRatio = this.getPixelRatio();
    
        this.renderer.setSize(this.sizes.screen.width, this.sizes.screen.height);
        this.renderer.setPixelRatio(this.sizes.pixelRatio);
    
        this.onResizeCamera();
      }
    
      /**
       * Handler function that is called from onResize handler.
       * Updates the perspective camera with the new adjusted screen dimensions
       */
      private onResizeCamera() {
        this.camera.aspect = this.sizes.screen.aspect;
        this.camera.updateProjectionMatrix();
      }
    
      /**
       * Update function to be called from entry-point (main.ts)
       */
      update() {
        this.elapsedTime = this.time.getElapsedTime();
      }
    }
    

    A Note About Smooth Scroll

    When syncing HTML and WebGL worlds,
    you should use a custom scroll
    . This is because the native scroll in browsers updates the scroll position at irregular intervals and does not thus
    guarantee frame-perfect updates with our requestAnimationFrame loop and our WebGL world, causing a
    jittery and unsynchronized movement
    .

    By integrating a custom scroll (Lenis in this case), we ensure our scroll updates perfectly match the frame updates of
    our WebGL world.

    Right now we are seeing an empty 3D world, continuously being rendered.

    We’re only missing one thing to get something visible in our 3D world: the creation of the text elements. So let’s
    move onto creating our WebGLText class next.

    3. Creating WebGLText Class and Texts Meshes

    For the creation of the text meshes, we’ll be using
    troika-three-text
    library.

    npm i troika-three-text

    We’ll now create a reusable

    WebGLText
    class

    . This will handle turning each HTML element into a 3D text mesh, using Troika and our Three.js scene.

    Here’s the basic setup:

    // WebGLText.ts
    
    import Commons from "./Commons";
    import * as THREE from "three";
    
    // @ts-ignore
    import { Text } from "troika-three-text";
    
    interface Props {
      scene: THREE.Scene;
      element: HTMLElement;
    }
    
    export default class WebGLText {
      commons: Commons;
    
      scene: THREE.Scene;
      element: HTMLElement;
    
      computedStyle: CSSStyleDeclaration;
      font!: string; // Path to our .ttf font file.
      bounds!: DOMRect;
      color!: THREE.Color;
      material!: THREE.ShaderMaterial;
      mesh!: Text;
    
      // We assign the correct font bard on our element's font weight from here
      weightToFontMap: Record<string, string> = {
        "900": "/fonts/Humane-Black.ttf",
        "800": "/fonts/Humane-ExtraBold.ttf",
        "700": "/fonts/Humane-Bold.ttf",
        "600": "/fonts/Humane-SemiBold.ttf",
        "500": "/fonts/Humane-Medium.ttf",
        "400": "/fonts/Humane-Regular.ttf",
        "300": "/fonts/Humane-Light.ttf",
        "200": "/fonts/Humane-ExtraLight.ttf",
        "100": "/fonts/Humane-Thin.ttf",
      };
      
      private y: number = 0; // Scroll-adjusted bounds.top
      
      private isVisible: boolean = false;
    
      constructor({ scene, element }: Props) {
        this.commons = Commons.getInstance();
    
        this.scene = scene;
        this.element = element;
    
        this.computedStyle = window.getComputedStyle(this.element); // Saving initial computed style.
      }
    }
    

    We have access to the
    Text class
    from Troika, which allows us to create text meshes elements and apply styling to it using familiar properties like
    fontSize, letterSpacing, and font. I’ll cover everything you need to style your text responsively in this tutorial,
    but I implore you to take a look at the full documentation and its possibilities
    here
    .

    Troika doesn’t ship with TypeScript definitions out of the box, so if you’re using TS, you can quickly get around this
    by creating a type declaration file in the root of your project. It’s not pretty, but it gets the job done while
    keeping TypeScript happy.

    // troika.d.ts
    
    declare module "troika-three-text" {
      const value: any;
      export default value;
    }

    Let’s start by creating new methods called createFont(), createColor() and createMesh().

    createFont()
    : Selects the appropriate .ttf file based on the DOM element’s font-weight. If a match isn’t found, we fall back to
    the regular weight. Adjust the mapping to match your own font files and multiple font families if needed.

    // WebGLText.ts 
    
    private createFont() {
        this.font =
          this.weightToFontMap[this.computedStyle.fontWeight] ||
          "/fonts/Humane-Regular.ttf";
    }

    createColor()
    : Converts the computed CSS color into a THREE.Color instance:

    // WebGLText.ts 
    
    private createColor() {
        this.color = new THREE.Color(this.computedStyle.color);
    }

    createMesh():
    Instantiates the text mesh and sets some basic properties. Copies the text’s inner text and sets it onto the mesh.
    Adds the mesh to our Three.JS scene. We anchor the text from the left-center to match typical HTML layout
    expectations.

    // WebGLText.ts 
    private createMesh() {
      this.mesh = new Text();
    
      this.mesh.text = this.element.innerText; // Copying HTML content over to the mesh
      this.mesh.font = this.font;
    
      // Anchor the text to the left-center (instead of center-center)
      this.mesh.anchorX = "0%";
      this.mesh.anchorY = "50%";
    
      this.mesh.color = this.color;
    
      this.scene.add(this.mesh);
    }

    ⚠️ When copying text contents over to the Mesh, avoid using innerHTML or textContent and use innerText instead as it
    gives the most layout-accurate and consistent results.

    setStaticValues
    (): Let’s also create a baby setStaticValues() method which will set the critical properties of our text mesh based on
    the computedStyle.

    We sets values like font size based on computed CSS. We’ll expand this more as we sync more styles down the line.

    We want to call all these methods in the constructor like this:

    // WebGLText.ts 
     constructor({ scene, element }: Props) {
      this.commons = Commons.getInstance();
    
      this.scene = scene;
      this.element = element;
    
      this.computedStyle = window.getComputedStyle(this.element); // Saving initial computed style.
    
      this.createFont();
      this.createColor();
      this.createMesh();
      this.setStaticValues();
    }

    Instantiating Text Elements from DOM

    Finally, let’s update our App class (main.ts), and hook this all up by scanning for DOM elements with a
    data-animation=”webgl-text” attribute — creating a WebGLText instance for each one:

    // main.ts
    
    texts!: Array<WebGLText>;
    
    // ...
    
    private createWebGLTexts() {
      const texts = document.querySelectorAll('[data-animation="webgl-text"]');
    
      if (texts) {
        this.texts = Array.from(texts).map((el) => {
          const newEl = new WebGLText({
            element: el as HTMLElement,
            scene: this.scene,
          });
    
          return newEl;
        });
      }
    }
    

    Make sure to call this method in the constructor on initialization. This will populate our scene with styled text
    meshes based on our DOM content.

    That’s all we need to have our text meshes visible, it’s not the prettiest sight to behold, but at least we got
    everything working:

    Next Challenge: Screen vs. 3D Space Mismatch

    Even though we copy the font size directly from the DOM, the scale looks different in 3D. That’s because
    WebGL units don’t map 1:1 with screen pixels
    , and they operate in different coordinate systems. This mismatch will become even more obvious if we start
    positioning and animating elements.

    To get true visual parity between our DOM elements and WebGL text, we need to bridge the gap between screen space and
    3D space. Let’s tackle that next so our text sizes and positions actually match with what we see in the browser.

    4. Syncing Dimensions

    The major problem when syncing HTML and WebGL dimensions is that things between them aren’t exactly pixel-perfect.
    This is because the DOM and WebGL don’t “speak the same units” by default.

    • Web browsers work in screen pixels.
    • WebGL uses arbitrary units

    Our goal is simple:

    💡 Make one unit in the WebGL scene equal one pixel on the screen.

    To achieve this, we’ll adjust the camera’s field of view (FOV) so that visible area through the camera exactly matches
    the dimensions of the browser window in pixels.

    So, we’ll create a
    syncDimensions()
    function under our Commons class, which calculates our camera’s field of view such that 1 unit in the WebGL scene
    corresponds to 1 pixel on the screen —
    at a given distance from the camera.

     // Commons.ts 
    /**
      * Helper function that is called upon creation and resize
      * Updates the camera's fov according to the new dimensions such that the window's pixels match with that of WebGL scene
      */
    private syncDimensions() {
      this.camera.fov =
        2 *
        Math.atan(this.sizes.screen.height / 2 / this.distanceFromCamera) *
        (180 / Math.PI);
    }

    This function will be called once when we create the camera, and every time that the screen is resized.

    
    //Commons.ts
    
    private createCamera() {
      this.camera = new PerspectiveCamera(
        70,
        this.sizes.screen.aspect,
        200,
        2000
      );
      this.camera.position.z = this.distanceFromCamera;
      this.syncDimensions(); // Syncing dimensions
      this.camera.updateProjectionMatrix();
    }
    
    // ...
    
    private onResizeCamera() {
      this.syncDimensions(); // Syncing dimensions
    
      this.camera.aspect = this.sizes.screen.aspect;
      this.camera.updateProjectionMatrix();
    }

    Let’s break down what’s actually going on here using the image below:

    We know:

    • The height of the screen
    • The distance from camera (Z)
    • The FOV of the camera is the vertical angle (fov y in the image)

    So our main goal is to set how wide (vertical angle) we see according to our screen height.

    Because the Z (distance from camera) and half of the screen height
    forms a right triangle
    (distance + height), we can solve for the angle using some basic trigonometry, and compute the FOV using the inverse
    tangent (
    atan
    ) of this triangle.

    Step-by-step Breakdown of the Formula

    this.sizes.screen.height / 2

    → This gives us half the screen’s pixel height — the opposite side of our triangle.

    this.distanceFromCamera

    → This is the adjacent side of the triangle — the distance from the camera to the 3D scene.

    Math.atan(opposite / adjacent)

    → Calculates half of the vertical FOV (in radians).

    *2

    → Since atan only gives half of the angle, we multiply it by 2 to get the full FOV.

    * (180 / Math.PI)

    → Converts the angle from radians to degrees (Three.js expects degrees for PerspectiveCamera’s fov)

    So the final formula comes down to:

    this.camera.fov =
      2 *
      Math.atan(this.sizes.screen.height / 2 / this.distanceFromCamera) *
      (180 / Math.PI);

    That’s all we need to sync our dimensions, and this setup ensures that 1 unit in WebGL = 1 pixel on screen.

    Let’s move back to the text implementation.

    5. Setting Text Properties and Positioning

    Now that we’ve synced the WebGL scene to our screen’s pixel dimensions, we can start mapping HTML styles to our 3D
    text.

    If everything’s wired up correctly, you should see that the font size of the WebGL-rendered text matches the size of
    the underlying HTML, although the positioning is still off.

    Let’s sync more styling properties and positioning.

    Before we can position the 3D text, we need to get the DOM element’s position and size. We’ll create a new method in
    the WebGLText class called
    createBounds()
    ,
    and use the browser’s built-in getBoundingClientRect() method:

    // WebGLText.ts
    
    private createBounds() {
      this.bounds = this.element.getBoundingClientRect();
      this.y = this.bounds.top + this.commons.lenis.actualScroll;
    }

    And call this in the constructor:

      // WebGLText.ts
    
    constructor({ scene, element }: Props) {
      this.commons = Commons.getInstance();
    
      this.scene = scene;
      this.element = element;
    
      this.computedStyle = window.getComputedStyle(this.element); // Saving initial computed style.
    
      this.createFont();
      this.createColor();
      this.createBounds(); // Creating bounds
      this.createMesh();
      this.setStaticValues();
    }

    Next, we’ll pull important typographic properties from the DOM (computed style) and pass them to the 3D mesh, so that
    it behaves like our native HTML text. (Again, you can see the full documentation and possible properties of troika
    here
    ). Below I’ve included the most important ones.

      // WebGLText.ts 
    
    private setStaticValues() {
      const { fontSize, letterSpacing, lineHeight, whiteSpace, textAlign } =
        this.computedStyle;
    
      const fontSizeNum = window.parseFloat(fontSize);
    
      this.mesh.fontSize = fontSizeNum;
    
      this.mesh.textAlign = textAlign;
    
      // Troika defines letter spacing in em's, so we convert to them
      this.mesh.letterSpacing = parseFloat(letterSpacing) / fontSizeNum;
    
      // Same with line height
      this.mesh.lineHeight = parseFloat(lineHeight) / fontSizeNum;
    
      // Important to define maxWidth for the mesh, so that our text doesn't overflow
      this.mesh.maxWidth = this.bounds.width;
    
      // Match whiteSpace behavior (e.g., 'pre', 'nowrap')
      this.mesh.whiteSpace = whiteSpace;
    }

    Troika accepts some of the properties in local em units, so we have to convert pixels into em’s by dividing the pixel
    values by the font size.

    Also, it’s important to set a maximum width (in pixels) to constrain the mesh’s layout — this prevents text from
    overflowing and ensures proper text wrapping.

    And finally, let’s create an
    update()
    function to be called on each frame that consistently positions our mesh according to the underlying DOM position.

    This is what it looks like:

    //WebGLText.ts
    
    update() {
      this.mesh.position.y =
        -this.y +
        this.commons.lenis.animatedScroll +
        this.commons.sizes.screen.height / 2 -
        this.bounds.height / 2;
    
      this.mesh.position.x =
        this.bounds.left - this.commons.sizes.screen.width / 2;
    }

    Breakdown:

    • this.y
      shifts the mesh upward by the element’s absolute Y offset.
    • lenis.animatedScroll
      re-applies the live animated scroll position.
    • Together, they give the current relative position inside the viewport.

    Since our WebGL coordinate system is centered in the middle of the screen (Y = 0 is center), we also:

    • Add half the screen height (to convert from DOM top-left origin to WebGL center origin)
    • Subtract half the text height to vertically center the text
    • Subtract half the screen width

    Now, we call this update function for each of the text instances in our entry-file:

      // main.ts
    
    private update() {
      this.commons.update();
    
      this.commons.renderer.render(this.scene, this.commons.camera);
    
    
      if (this.texts) {
        this.texts.forEach((el) => el.update());
      }
    
      window.requestAnimationFrame(this.update.bind(this));
    }

    And now, the
    texts will perfectly follow DOM counterparts
    , even as the user scrolls.

    Let’s finalize our base text class implementation before diving into effects:

    Resizing

    We need to ensure that our WebGL text updates correctly on window resize events. This means
    recreating the computedStyle, bounds, and static values
    whenever the window size changes.

    Here’s the resize event handler:

     // WebGLText.ts
    
    onResize() {
      this.computedStyle = window.getComputedStyle(this.element);
      this.createBounds();
      this.setStaticValues();
    }

    And, call it in the entry-point for each of the text instances:

      // main.ts
    
    private onResize() {
      this.commons.onResize();
    
      // Resizing texts
      if (this.texts) {
        this.texts.forEach((el) => el.onResize());
      }
    }

    Once everything is working responsively and perfectly synced with the DOM, we can finally
    hide the original HTML text by setting it transparent
    — but we’ll keep it in place so it’s still selectable and accessible to the user.

    // WebGLText.ts
    
    this.createFont();
    this.createColor();
    this.createBounds();
    this.createMesh();
    this.setStaticValues();
    
    this.element.style.color = "transparent"; // Hide DOM element

    We should now have our perfectly responsive text meshes, and the user only sees the rendered WebGL text, while the DOM
    element remains fully intact for accessibility.

    Let’s add some effects!

    6. Adding a Custom shader and Replicating Mask Reveal Animations

    Troika also lets us use custom shader materials for meshes, giving us the flexibility to create complex effects beyond
    just setting colors.

    Let’s set up our initial custom shaders:

    Fragment Shader:

    // text.frag
    
    uniform vec3 uColor;
    varying vec2 vUv;
    
    void main() {
      gl_FragColor = vec4(uColor, 1.0); // Applying our custom color.
    }

    The fragment shader defines the color of the text using the uColor uniform.

    Vertex Shader:

    // text.vert
    varying vec2 vUv;
    
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }

    The vertex shader passes the texture coordinates (uv) to the fragment shader for the text rendering.

    Shader File Imports using Vite

    To handle shader files more easily, we can use the
    vite-plugin-glsl
    plugin together with Vite to directly import shader files like .frag and .vert in code:

    npm i vite-plugin-glsl -D
    // vite.config.ts
    
    import { defineConfig } from "vite";
    import glsl from "vite-plugin-glsl";
    
    export default defineConfig({
      plugins: [
        glsl({
          include: [
            "**/*.glsl",
            "**/*.wgsl",
            "**/*.vert",
            "**/*.frag",
            "**/*.vs",
            "**/*.fs",
          ],
          warnDuplicatedImports: true,
          defaultExtension: "glsl",
          watch: true,
          root: "/",
        }),
      ],
    });
    

    If you’re using TypeScript, you also need to declare the modules for shader files so TypeScript can understand how to
    import them:

    // shaders.d.ts
    
    declare module "*.frag" {
      const value: string;
      export default value;
    }
    
    declare module "*.vert" {
      const value: string;
      export default value;
    }
    
    declare module "*.glsl" {
      const value: string;
      export default value;
    }

    Creating Custom Shader Materials

    Let’s now create our custom ShaderMaterial and apply it to our mesh:

    // WebGLText.ts
    
    // Importing shaders
    import fragmentShader from "../../shaders/text/text.frag";
    import vertexShader from "../../shaders/text/text.vert";
    
    //...
    
    this.createFont();
    this.createColor();
    this.createBounds();
    this.createMaterial(); // Creating material
    this.createMesh();
    this.setStaticValues();
    
    //...
    
    private createMaterial() {
       this.material = new THREE.ShaderMaterial({
         fragmentShader,
         vertexShader
           uniforms: {
           uColor: new THREE.Uniform(this.color), // Passing our color to the shader
         },
       });
     }

    In the
    createMaterial()
    method, we define the
    ShaderMaterial
    using the imported shaders and pass in the uColor uniform, which allows us to dynamically control the color of the
    text based on our DOM-element.

    And now, instead of setting the color directly on the default mesh material, we apply our new custom material:

      // WebGLText.ts
    
    private createMesh() {
      this.mesh = new Text();
    
      this.mesh.text = this.element.innerText; // Always use innerText (not innerHTML or textContent).
      this.mesh.font = this.font;
    
      this.mesh.anchorX = "0%";
      this.mesh.anchorY = "50%";
    
      this.mesh.material = this.material; //Using custom material instead of color
    }

    At this point, we are using our custom shader material, but so far, nothing in our output has changed. Let’s now setup
    show and hide animations using our custom shader, and replicate the mask reveal effect.

    Setting up Reveal Animations

    We’ll create an animation that uses a progress uniform (uProgress) to control the visibility and reveal progress of
    the text. The animation will be controlled using the motion library.

    First, we must install
    motion
    and import its
    animate
    and
    inView
    functions to our WebGLText class.

    npm i motion
    // WebGLText.ts
    
    import { inView, animate } from "motion";

    Now, let’s configure our class so that when the text steps into view,
    the show() function is called
    , and when it steps away,
    the hide() function is called
    . These methods also control the current visibility variable
    this.isVisible
    . These functions will control the uProgress variable, and animate it between 0 and 1.

    For this, we also must setup an addEventListeners() function:

     // WebGLText.ts
    
    /**
      * Inits visibility tracking using motion's inView function.
      * Show is called when the element steps into view, and hide is called when the element steps out of view
      */
    private addEventListeners() {
      inView(this.element, () => {
        this.show();
    
        return () => this.hide();
      });
    }
    
    show() {
      this.isVisible = true;
    
      animate(
        this.material.uniforms.uProgress,
        { value: 1 },
        { duration: 1.8, ease: [0.25, 1, 0.5, 1] }
      );
    }
    
    hide() {
      animate(
        this.material.uniforms.uProgress,
        { value: 0 },
        { duration: 1.8, onComplete: () => (this.isVisible = false) }
      );
    }

    Just make sure to call addEventListeners() in your constructor after setting up the class.

    Updating the Shader Material for Animation

    We’ll also add two additional uniform variables in our material for the animations:

    • uProgress
      : Controls the reveal progress (from 0 to 1).
    • uHeight
      : Used by the vertex shader to calculate vertical position offset.

    Updated
    createMaterial()
    method:

     // WebGLText.ts
    
    private createMaterial() {
      this.material = new THREE.ShaderMaterial({
        fragmentShader,
        vertexShader,
        uniforms: {
          uProgress: new THREE.Uniform(0),
          uHeight: new THREE.Uniform(this.bounds.height),
          uColor: new THREE.Uniform(this.color),
        },
      });
    }

    Since the uHeight is dependent on bounds, we also want to update the uniform variable upon resizing:

      // WebGLText.ts
    
    onResize() {
      this.computedStyle = window.getComputedStyle(this.element);
      this.createBounds();
      this.setStaticValues();
      this.material.uniforms.uHeight.value = this.bounds.height;
    }

    We now have the text class instance automatically calling show() and hide(), and animating the uProgress according to
    the visibility of our underlying DOM-element.

    For performance, you might want to update the update() method to only calculate a new position when the mesh is
    visible:

    update() {
      if (this.isVisible) {
        this.mesh.position.y =
          -this.y +
          this.commons.lenis.animatedScroll +
          this.commons.sizes.screen.height / 2 -
          this.bounds.height / 2;
    
        this.mesh.position.x =
          this.bounds.left - this.commons.sizes.screen.width / 2;
      }
    }

    Mask Reveal Theory and Shader Implementation

    Creating a mask reveal effect with custom shaders in WebGL is surprisingly simple when we break it down into two
    separate movements: one happening in the fragment shader and the other in the vertex shader. You might’ve seen this
    effect happen in WebGL on the page of
    Zajno
    , for example.

    Instead of overcomplicating the concept with complex masks or thinking about “lifting it up” behind a window (as we do
    in traditional HTML), we can think of it as two distinct actions that work together.

    1. Fragment Shader
      : We clip the text vertically, revealing it gradually from top to bottom.
    2. Vertex Shader
      : We translate the text’s position from the bottom to the top by its height.

    Together these two movements create the illusion of the text lifting itself up from behind a mask.

    Let’s update our fragment shader code:

    //text.frag
    
    uniform float uProgress; // Our progress value between 0 and 1
    
    uniform vec3 uColor;
    varying vec2 vUv;
    
    void main() {
      // Calculate the reveal threshold (bottom to top reveal)
      float reveal = 1.0 - vUv.y;
      
      // Discard fragments above the reveal threshold based on progress
      if (reveal > uProgress) discard;
    
      // Apply the color to the visible parts of the text
      gl_FragColor = vec4(uColor, 1.0);
    }
    
    • When uProgress is 0, the mesh is fully clipped out, and nothing is visible
    • When uProgress increases towards 1, the mesh reveals itself from top to bottom.

    For the vertex shader, we can simply pass the new uniform called uHeight, which stands for the height of our
    DOM-element (this.bounds.height), and translate the output vertically according to it and uProgress.

    //text.vert
    
    uniform float uProgress;
    uniform float uHeight; // Total height of the mesh passed in from JS
    
    varying vec2 vUv;
    
    void main() {
      vUv = uv;
      
      vec3 transformedPosition = position;
    
      // Push the mesh upward as it reveals
      transformedPosition.y -= uHeight * (1.0 - uProgress);
      
      gl_Position = projectionMatrix * modelViewMatrix * vec4(transformedPosition, 1.0);
    }
    • uHeight
      : Total height of the DOM-element (and mesh), passed in from JS.
    • When
      uProgress
      is
      0
      , the mesh is fully pushed down.
    • As
      uProgress
      reaches
      1
      , it resolves to its natural position.

    Now, we should have a beautifully on-scroll animating scene, where the texts reveal themselves as in regular HTML when
    they scroll into view.

    To spice things up, let’s add some scroll-velocity based post processing effects to our scene as the final step!

    7. Adding Post-processing

    Now that we’ve built our animated WebGL text with custom shaders and scroll-triggered reveals, we can push the visuals
    further with
    post-processing
    .

    Post-processing allows us to apply full-screen visual effects after the scene has been rendered. This is done by
    passing the final image through a series of custom shader passes.

    So, in this final section, we’ll:

    • Set up a PostProcessing class using Three.js’s EffectComposer
    • Add a custom RGB shift and wave distortion effect
    • Drive the distortion strength dynamically using the scroll velocity from our Lenis custom scroll instance

    Creating a PostProcessing class with EffectComposer

    Let’s create a PostProcessing class that will be intialized from our entry-point, and which will handle everything
    regarding postprocessing using Three.JS’s EffectComposer. Read more about the EffectComposer class
    here from Three.js’s documentation
    . We’ll also create new fragment and vertex shaders for the postprocessing class to use.

    // PostProcessing.ts
    
    import {
      EffectComposer,
      RenderPass,
      ShaderPass,
    } from "three/examples/jsm/Addons.js";
    import Commons from "./Commons";
    import * as THREE from "three";
    
    // Importing postprocessing shaders
    import fragmentShader from "../../shaders/postprocessing/postprocessing.frag";
    import vertexShader from "../../shaders/postprocessing/postprocessing.vert";
    
    interface Props {
      scene: THREE.Scene;
    }
    
    export default class PostProcessing {
      // Scene and utility references
      private commons: Commons;
      private scene: THREE.Scene;
    
      private composer!: EffectComposer;
    
      private renderPass!: RenderPass;
      private shiftPass!: ShaderPass;
    
      constructor({ scene }: Props) {
        this.commons = Commons.getInstance();
    
        this.scene = scene;
    
        this.createComposer();
        this.createPasses();
      }
    
      private createComposer() {
        this.composer = new EffectComposer(this.commons.renderer);
        this.composer.setPixelRatio(this.commons.sizes.pixelRatio);
        this.composer.setSize(
          this.commons.sizes.screen.width,
          this.commons.sizes.screen.height
        );
      }
    
      private createPasses() {
        // Creating Render Pass (final output) first.
        this.renderPass = new RenderPass(this.scene, this.commons.camera);
        this.composer.addPass(this.renderPass);
    
        // Creating Post-processing shader for wave and RGB-shift effect.
        const shiftShader = {
          uniforms: {
            tDiffuse: { value: null },      // Default input from previous pass
            uVelocity: { value: 0 },        // Scroll velocity input
            uTime: { value: 0 },            // Elapsed time for animated distortion
          },
          vertexShader,
          fragmentShader,
        };
    
        this.shiftPass = new ShaderPass(shiftShader);
        this.composer.addPass(this.shiftPass);
      }
    
      /**
       * Resize handler for EffectComposer, called from entry-point.
       */
      onResize() {
        this.composer.setPixelRatio(this.commons.sizes.pixelRatio);
        this.composer.setSize(
          this.commons.sizes.screen.width,
          this.commons.sizes.screen.height
        );
      }
    
      update() {
        this.shiftPass.uniforms.uTime.value = this.commons.elapsedTime;
    
        this.composer.render();
      }
    }
    

    Since we don’t have our postprocessing shaders created yet, make sure you create placeholder postprocessing.frag and
    postprocessing.vert shaders so the imports don’t fail.

    Example placeholders below:

    //postprocessing.frag
    
    uniform sampler2D tDiffuse;
    uniform float uVelocity;
    uniform float uTime;
    
    varying vec2 vUv;
    
    void main() {
        gl_FragColor = texture2D(tDiffuse, vUv);
    }
    
    //postprocessing.vert
    varying vec2 vUv;
    
    void main() {
        vUv = uv;
            
        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }

    Breakdown of the PostProcessing class

    Constructor:
    Initializes the class by storing the provided scene, grabbing the shared Commons instance, and then calling
    createComposer()
    and
    createPasses()
    .

    createComposer():
    Sets up the EffectComposer with the correct pixel ratio and canvas size:

    • EffectComposer wraps the WebGL renderer and allows chaining of multiple render passes.
    • Sized according to current viewport dimensions and pixel ratio

    createPasses():
    This method sets up all rendering passes applied to the scene.

    • RenderPass
      : The first pass that simply renders the scene with the main camera as regular.
    • ShaderPass (shiftPass)
      : A custom full-screen shader pass that we’ll create and which will create the RGB shift and wavy distortion
      effects.

    update():
    Method called on every frame. Updates the uTime uniform so we can animate effects over time, and renders the final
    post-processed image using
    composer.render()

    Initializing Post-processing

    To wire the post-processing system into our existing app, we update our main.ts:

      //main.ts
    private postProcessing!: PostProcessing;
    
    //....
    
    constructor() {
      document.addEventListener("DOMContentLoaded", async () => {
        await document.fonts.ready;
    
        this.commons = Commons.getInstance();
        this.commons.init();
    
        this.createScene();
        this.createWebGLTexts();
        this.createPostProcessing(); // Creating post-processing
        this.addEventListeners();
    
        this.update();
      });
    }
    
    // ...
    
    private createPostProcessing() {
      this.postProcessing = new PostProcessing({ scene: this.scene });
    }
    
    // ...
    
    private update() {
      this.commons.update();
      
      if (this.texts) {
        this.texts.forEach((el) => el.update());
      }
      
      // Don't need line below as we're rendering everything using EffectComposer.
      // this.commons.renderer.render(this.scene, this.commons.camera);
      
      this.postProcessing.update(); // Post-processing class handles rendering of output from now on
    
      
      window.requestAnimationFrame(this.update.bind(this));
    }
    
    
    private onResize() {
      this.commons.onResize();
    
      if (this.texts) {
        this.texts.forEach((el) => el.onResize());
      }
    
      this.postProcessing.onResize(); // Resize post-processing
    }

    So in the new update() function, instead of rendering directly from there, we now hand off rendering responsibility to
    the PostProcessing class.

    Creating Post-processing Shader and Wiring Scroll Velocity

    We want to modify the PostProcessing class further, so that we update the postprocessing fragment shader with the
    current scroll velocity from Lenis.

    For this, I’m adding a new property lerpedVelocity and lerpFactor, which control the smoothed out velocity. The raw
    velocity values from lenis can be spiky and sudden, especially with fast scrolling or scroll jumps. If we pass that
    raw value directly into a shader, it can cause a really jittery output.

    private lerpedVelocity = 0; // Smoothed scroll velocity for post-processing.
    private lerpFactor = 0.05; // Controls how quickly lerpedVelocity follows the real velocity
    
    // ...
    
    update() {
        this.shiftPass.uniforms.uTime.value = this.commons.elapsedTime;
    
      // Reading current velocity form lenis instance.
      const targetVelocity = this.commons.lenis.velocity;
    
      // We use the lerped velocity as the actual velocity for the shader, just for a smoother experience.
      this.lerpedVelocity +=
        (targetVelocity - this.lerpedVelocity) * this.lerpFactor;
    
      this.shiftPass.uniforms.uVelocity.value = this.lerpedVelocity;
    
      this.composer.render();
    }

    Post-processing Shaders

    For the vertex shader, we can keep all things default, we pass the texture coordinates to the fragment shader.

    //postprocessing.vert
    
    varying vec2 vUv;
    
    void main() {
      vUv = uv;
            
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }

    And for the fragment shader:

    //postprocessing.frag
    
    uniform sampler2D tDiffuse;
    uniform float uVelocity;
    uniform float uTime;
    
    varying vec2 vUv;
    
    void main() {
      vec2 uv = vUv;
      
      // Calculating wave distortion based on velocity
      float waveAmplitude = uVelocity * 0.0009;
      float waveFrequency = 4.0 + uVelocity * 0.01;
      
      // Applying wave distortion to the UV coordinates
      vec2 waveUv = uv;
      waveUv.x += sin(uv.y * waveFrequency + uTime) * waveAmplitude;
      waveUv.y += sin(uv.x * waveFrequency * 5. + uTime * 0.8) * waveAmplitude;
      
      // Applying the RGB shift to the wave-distorted coordinates
      float r = texture2D(tDiffuse, vec2(waveUv.x, waveUv.y + uVelocity * 0.0005)).r;
      vec2 gb = texture2D(tDiffuse, waveUv).gb;
    
      gl_FragColor = vec4(r, gb, r);
    }

    Breakdown

    // Calculating wave distortion based on velocity
    float waveAmplitude = uVelocity * 0.0009;
    float waveFrequency = 4.0 + uVelocity * 0.01;

    Wave amplitude controls how strongly the wave effect distorts the screen according to our scroll velocity.

    Wave frequency controls how frequently the waves occur.

    Next, we distort the UV-coordinates using sin functions and the uTime uniform:

    // Applying wave distortion to the UV coordinates
    vec2 waveUv = uv;
    waveUv.x += sin(uv.y * waveFrequency + uTime) * waveAmplitude;
    waveUv.y += sin(uv.x * waveFrequency * 5. + uTime * 0.8) * waveAmplitude;

    The red channel is offset slightly based on the velocity, creating the RGB shift effect.

    // Applying the RGB shift to the wave-distorted coordinates
    float r = texture2D(tDiffuse, vec2(waveUv.x, waveUv.y + uVelocity * 0.0005)).r;
    vec2 gb = texture2D(tDiffuse, waveUv).gb;
    
    gl_FragColor = vec4(r, gb, r);

    This will create a subtle color separation in the final image that shifts according to our scroll velocity.

    Finally, we combine red, green, blue, and alpha into the output color.

    8. Final Result

    And there you have it! We’ve created a responsive text scene, with scroll-triggered mask reveal animations and
    wavy/rgb shifted post-processing.

    This setup provides a solid, modular foundation for building more advanced WebGL text effects. If you’re curious to explore further, consider adding particles, fluid simulations, audio reactivity, or more complex materials and shaders. If you’re interested in breakdowns of any of these, feel free to reach out on X.

    Thanks so much for following along 🙌



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