# GLSL shaders

Published articles for GLSL shaders.

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## Building an Infinite Loom: Unravelling Images into Threads with Three.js

DevFeed: [Building an Infinite Loom: Unravelling Images into Threads with Three.js](<https://devfeed.tech/articles/building-an-infinite-loom-unravelling-images-into-threads-with-three-js-4339.md>)

Original publisher: [Read original article](<https://tympanus.net/codrops/2026/09/05/building-an-infinite-loom-unravelling-images-into-threads-with-three-js/>)

Author: Clément Grellier

Published: 2026-09-05T12:50:25Z

Content type: tutorial

Language: en

Sources: [Codrops](<https://devfeed.tech/sources/codrops.md>)

Topics: [Web Development](<https://devfeed.tech/topics/web-development.md>)

Tags: [creative-coding](<https://devfeed.tech/tags/creative-coding.md>), [creative-web-experiments](<https://devfeed.tech/tags/creative-web-experiments.md>), [digital-art](<https://devfeed.tech/tags/digital-art.md>), [frontend-animation](<https://devfeed.tech/tags/frontend-animation.md>), [generative-art](<https://devfeed.tech/tags/generative-art.md>), [glsl-shaders](<https://devfeed.tech/tags/glsl-shaders.md>), [gsap](<https://devfeed.tech/tags/gsap.md>), [html](<https://devfeed.tech/tags/html.md>), [image-animation](<https://devfeed.tech/tags/image-animation.md>), [image-distortion](<https://devfeed.tech/tags/image-distortion.md>), [image-effects](<https://devfeed.tech/tags/image-effects.md>), [image-slider](<https://devfeed.tech/tags/image-slider.md>), [images](<https://devfeed.tech/tags/images.md>), [infinite-slider](<https://devfeed.tech/tags/infinite-slider.md>), [interactive-images](<https://devfeed.tech/tags/interactive-images.md>), [interactive-web-design](<https://devfeed.tech/tags/interactive-web-design.md>), [javascript-animation](<https://devfeed.tech/tags/javascript-animation.md>), [marquee](<https://devfeed.tech/tags/marquee.md>), [playground](<https://devfeed.tech/tags/playground.md>), [ribbon-animation](<https://devfeed.tech/tags/ribbon-animation.md>), [shader-effects](<https://devfeed.tech/tags/shader-effects.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [thread-animation](<https://devfeed.tech/tags/thread-animation.md>), [three-js](<https://devfeed.tech/tags/three-js.md>), [three-js-demo](<https://devfeed.tech/tags/three-js-demo.md>), [three-js-shaders](<https://devfeed.tech/tags/three-js-shaders.md>), [unraveling-effect](<https://devfeed.tech/tags/unraveling-effect.md>), [webgl](<https://devfeed.tech/tags/webgl.md>), [webgl-animation](<https://devfeed.tech/tags/webgl-animation.md>), [webgl-demo](<https://devfeed.tech/tags/webgl-demo.md>)

### AI overview

A Three.js tutorial for an infinite image strip whose cards are split into independently animated horizontal ribbons. It explains how separate geometry and shaders create weaving, unraveling, gaps, fading, and varied thread motion.

### Source excerpt

An experimental Three.js demo that transforms images into flowing ribbons, weaving them together and unraveling them as they move across the screen.

## From Rays to Meshes: Building Vercel's Prism with vgpu

DevFeed: [From Rays to Meshes: Building Vercel's Prism with vgpu](<https://devfeed.tech/articles/from-rays-to-meshes-building-vercel-s-prism-with-vgpu-4334.md>)

Original publisher: [Read original article](<https://tympanus.net/codrops/2026/09/03/from-rays-to-meshes-building-vercels-prism-with-vgpu/>)

Author: Matias Gonzalez Fernandez

Published: 2026-09-03T16:01:06Z

Content type: tutorial

Language: en

Sources: [Codrops](<https://devfeed.tech/sources/codrops.md>)

Topics: [GPU](<https://devfeed.tech/topics/gpu.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-graphics](<https://devfeed.tech/tags/3d-graphics.md>), [adaptive-rendering](<https://devfeed.tech/tags/adaptive-rendering.md>), [articles](<https://devfeed.tech/tags/articles.md>), [creative-coding](<https://devfeed.tech/tags/creative-coding.md>), [glass](<https://devfeed.tech/tags/glass.md>), [glass-shader](<https://devfeed.tech/tags/glass-shader.md>), [glsl](<https://devfeed.tech/tags/glsl.md>), [glsl-shaders](<https://devfeed.tech/tags/glsl-shaders.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [gpu-optimization](<https://devfeed.tech/tags/gpu-optimization.md>), [gpu-rendering](<https://devfeed.tech/tags/gpu-rendering.md>), [interactive-web-graphics](<https://devfeed.tech/tags/interactive-web-graphics.md>), [javascript-graphics](<https://devfeed.tech/tags/javascript-graphics.md>), [light-refraction](<https://devfeed.tech/tags/light-refraction.md>), [mesh](<https://devfeed.tech/tags/mesh.md>), [prism-shader](<https://devfeed.tech/tags/prism-shader.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [real-time-rendering](<https://devfeed.tech/tags/real-time-rendering.md>), [real-time-shaders](<https://devfeed.tech/tags/real-time-shaders.md>), [shader-performance](<https://devfeed.tech/tags/shader-performance.md>), [shader-programming](<https://devfeed.tech/tags/shader-programming.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [vercel](<https://devfeed.tech/tags/vercel.md>), [vercel-prism](<https://devfeed.tech/tags/vercel-prism.md>), [vercel-vgpu](<https://devfeed.tech/tags/vercel-vgpu.md>), [vgpu](<https://devfeed.tech/tags/vgpu.md>), [web-graphics](<https://devfeed.tech/tags/web-graphics.md>), [web-shaders](<https://devfeed.tech/tags/web-shaders.md>), [webgl](<https://devfeed.tech/tags/webgl.md>), [webgl-shaders](<https://devfeed.tech/tags/webgl-shaders.md>)

### AI overview

A tutorial on creating Vercel's prism visual with vgpu shaders. It replaces costly ray-based light simulation with refracted paths connected into a 3D mesh, then adds an environment-mapped glass shader, bloom, and particles.

### Source excerpt

A look at how Vercel's vgpu creates a performant prism effect using shaders, geometry, glass, and adaptive rendering.