AURELIUS
DYNAMIC
Proven Today · Shader Lab

Live TSL materials, with the receipts attached.

Shader Lab is Aurelius' public rendering workbench. Pick a material, drag the geometry, adjust the clock, and inspect the source that built the result. Every material here is a reusable module verified on both WebGPU and WebGL2 before it appears.

18 verified material programs WebGPU + WebGL2 parity-gated Source derived from implementation modules

Interactive workbench

Choose a material. Inspect its behavior.

Landing preview →
INITIALIZING -- MS · -- FPS

DRAG TO ROTATE · SCROLL TO ZOOM

Loading the pinned renderer and verified material modules.

What this proves

These are not screenshots or separate shader forks. The material selected above is the same ES module used by the benchmark, the landing-page preview, and this dedicated workbench. The source pane is exported by that module, so it cannot silently diverge from the implementation.

From material idea to public artifact

01 · Author

One module, one source of truth

Every material exports its name, its TSL apply() function, and the readable source fragment displayed in the Lab.

02 · Verify

Both browser GPU paths

The bench renders frozen parity frames, live animation, and a mobile advisory pass on WebGPU and WebGL2. Console errors and invalid frames fail the gate.

03 · Measure

Cost is part of the claim

Each chip carries its measured cost class and baseline provenance. Expensive materials remain visible, but never hidden behind a performance claim.

New in this material wave

Three new materials broaden the library without adding redundant variations:

Prismatic Field

Thin film meets Truchet facets

An iridescent shell exposes view-dependent thin-film color alongside a drifting, circuit-like facet field.

Circuit Maze

Signal on a patterned surface

Animated radial pulses illuminate Truchet traces, turning a low-cost pattern primitive into a readable surface language.

Vortex Flow

Flow as a material

Curl noise drives color bands and filaments. It is intentionally expensive and visibly badged as the right reference for a real flow-field shader.

Why TSL

Modern browser rendering spans two backends: WebGPU uses WGSL and WebGL2 uses GLSL. Three.js Shading Language lets Aurelius author one node graph and compile it for both. That reduces parallel maintenance, but only if the graph is tested on both paths. The Lab exists to make that testable work public.

Engineering notes

Backend discipline

Parity is measured, not assumed

Materials receive a frozen clock for screenshot comparison, then run live under each backend. Differences beyond a material-specific tolerance block release.

Performance discipline

Frame time has context

Cost classes come from a documented Intel UHD 630 baseline. The live readout is your machine's current frame time, not a borrowed benchmark number.

Interaction discipline

Explore the implementation

Drag the knot, change the clock, and switch materials. Direct interaction is a useful test of behavior that static imagery cannot provide.