Built in three dimensions
A rendering engine that responds to every scroll and every movement of the pointer — geometry, light and particles computed on the GPU, sixty times a second.
Geometry that answers you.
Scroll drives the camera
Scroll position maps directly to camera distance and object rotation. Nothing is on a timer — stop scrolling and the scene holds exactly where you left it.
The pointer moves the light
The specular highlight and the mesh's tilt both track your cursor, with damped easing so the motion has weight instead of snapping.
Particles on the GPU
Two thousand points orbiting the mesh, positioned in the vertex shader. No per-frame DOM work, no layout, no jank.
Raw WebGL. No framework.
The whole scene is hand-written WebGL — a procedurally subdivided icosphere, a Phong lighting model with a fresnel rim, and an additive particle pass. No Three.js, no CDN, nothing to fail on a slow connection. The entire page is one file.
Procedural icosphere
Twenty faces subdivided twice and normalised to a unit sphere, generated at load — no model file to download.
Phong + fresnel rim
Diffuse and specular from a pointer-driven light, plus a view-angle rim term that gives the edge its glow.
Degrades honestly
No WebGL context, or reduced-motion enabled? A CSS aurora takes over and the layout is untouched.