A tour of the post-processing features in my WebGPU engine.
Chaining global passes like blur, bloom, and pixelate, on top of a disturb pipeline with its own options: distortion, black and white, lighten, darken, noise, RGB split, and more. It also supports layer and plane UV isolation. Planes can have optional shadows and rounded borders. Behind-the-scenes split view shows the raw pass vs final composite.
Built from scratch with the WebGPU JavaScript API. Lightweight, minimal code, 0 dependencies, modular custom components 🧩.
Next, vertex work and finish the MTSDF generator I’m building in Rust. ✨