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L U M I N A — GL

001 // ADVANCED OPTICAL SHADERS & INTERACTIVE REFRACTION

WebGL React-Three-Fiber GPU

A curated laboratory of high-end image distortion techniques, exploring the boundaries of Chromatic Aberration, Fluid Dynamics, and Kinetic Momentum.

[ LAUNCH GALLERY ]   •   [ SOURCE CODE ]


Header


/ THE CONCEPT

LUMINS GL is a technical study in Creative Engineering. Unlike standard galleries, this project focuses on the "Physicality of Light"—simulating how glass, speed, and fluid medium distort digital imagery in real-time.

By offloading complex pixel-sorting and RGB shifting to custom GLSL Fragment Shaders, we achieve cinematic 60FPS interactions that react to user intent and velocity.


/ LIVE EXPERIMENTS

MODULE TECHNICAL FOCUS DIRECT LINK
EXP 01 // Liquid Art Wave Fluid Dynamics & Refractive Shaders. [ VIEW DEMO ]
EXP 02 // RGB Displacement Velocity-based RGB ghosting & procedural noise. [ VIEW DEMO ]

/ TECHNICAL DEEP DIVE

// KINETIC MOMENTUM

The system calculates the Euclidean distance between mouse coordinates across frames to derive a uVelocity uniform. This delta drives the intensity of the color split.

$$\text{Velocity} = \sqrt{(x_2 - x_1)^2 + (y_2 - y_1)^2}$$

// OPTICAL ABERRATION

The distortion is achieved by sampling the texture three times with a progressive offset, simulating the way a physical lens fails to focus all colors to the same point.


/ REPOSITORY ARCHITECTURE

src/lab/
 ├─ RGB-Displacement/
 │  ├─ scene.tsx          // Refractive Mesh
 │  └─ shaders/           // Static Refraction GLSL
 │
 ├─ Liquid-Art-Wave/
 │  ├─ scene.tsx          // Velocity Logic
 │  └─ shaders/           // RGB Shift GLSL
 │
 └─ Core/
    └─ Frame.tsx          // Global Canvas & Post-Processing

/ LOGIC FLOW

graph LR
    A[Mouse Interaction] --> B{Velocity Calc}
    B -->|Delta > 0| C[uVelocity Uniform]
    C --> D[Fragment Shader]
    D --> E[RGB Channel Offset]
    E --> F[Chromatic Aberration]
    style A fill:#000,stroke:#fff,stroke-width:1px
    style D fill:#111,stroke:#FF3366,stroke-width:2px

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/ PERFORMANCE STRATEGY

LERP SMOOTHINGFRUSTUM CULLINGGPU POWER PREFERENCEDPR MANAGEMENT

/ CREDITS

SUJIT KOJI Creative Technologist & Shader Architect [ PORTFOLIO ]   /   [ LINKEDIN ]

© 2026 // OPEN-SOURCE OPTICAL LAB

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