Five screen-space glass materials — reeded, hammered, ripple, prism and a fly's-eye microlens array — written as TSL node shaders and applied as a WebGPU post-processing pass. Each filter distorts the already-rendered frame by offsetting the sample coordinates with its own analytic surface normal, so the cost is one full-screen pass regardless of the geometry behind it.
Built by Niccolò Fanton. Browse all WebGL demos on the demo hub, or read the source code for this demo on GitHub.