Raw WebGPU · vertices hardcoded in the shader
Vertex data from GPU buffers · buffer layouts
Painter basics · Shade, Form, Shape, draw()
Type-safe named uniform bindings
Shaders written in the Scala DSL · WgslFn helpers
Render to a Panel, then paint() and show()
Fullscreen plasma Layer · time + resolution uniforms
Panels as textures · nearest and linear samplers
Multi-pass Gaussian blur · ping-pong layer chain
100 rotating triangles · per-instance bindings
Deferred lighting · MRT G-buffer panel
Automatic mipmap generation · 4 mip levels
Terrain, boxes, spheres · indexed, depth-tested
Multi-buffer form · grow-only buffer reuse
All noise and hash functions · click to cycle