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brunosimon/three.js-tsl-sandbox

★ 208 · JavaScript · updated Aug 2026

A grab-bag of Bruno Simon's personal WebGPU/TSL practice projects — galaxies, fireworks, holograms, coffee smoke, GPU-compute particles — plus a set of 'issue-*' folders that are minimal repros for TSL bugs. It's for people learning Three.js's new Shading Language and want real, non-trivial examples rather than the sparse official docs.

Each demo is a self-contained Vite project (own package.json/vite.config) covering non-trivial TSL patterns: curl/simplex noise, GPU compute particles, instancing, MRT, parallax UV. The 'issue-*' folders are useful in their own right as minimal reproductions of real WebGPU/TSL edge cases (storage textures, tone mapping, shadow+instancing interaction) if you hit the same wall. Author is the creator of Three.js Journey, so the shader code reflects production-grade technique, not toy examples. README links straight to the canonical TSL announcement, node list, and the GLSL<->TSL transpiler.

README says it outright: 'there are probably bugs and bad practice, use at your own risk' — this is a scratchpad, not a reference implementation. No license file, no tests, no CI. Dozens of folders each vendor their own copy of draco decoder binaries and package-lock.json instead of sharing a setup, so the repo is mostly duplicated boilerplate. Several subfolders (issue-model, issue-depth, issue-tsl-graph) have no readme at all, so you're reading script.js cold to figure out what the repro demonstrates.

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