← VIBE-CODED LAB//HEXMESH_SHADERLAB
PIPELINE: WEBGL_2.0 // GLSL_300_ESHARDWARE ACCELERATED // 60 FPS
// VIBE_EXP_02//TELEMETRY_FEED
GPU SHADER

HEXMESH SHADERLAB

Hardware-accelerated procedural raymarching canvas evaluating signed distance functions (SDFs) and chromatic dispersion in real-time GLSL.

RAYMARCH_ENGINE // ACTIVE
FPS: 60 FPS | STEPS: 64 MAX
RENDERER: WEBGL_2.0
PALETTE:
CHROMATIC DISPERSION0.45
FLOW / MORPH SPEED1.0x
HEX LATTICE DENSITY2.4
01 // SIGNED DISTANCE FIELDSGeometry is mathematically evaluated in the fragment stage using hexagonal prism SDF equations without sending polygon meshes over the bus.
02 // SPECTRAL REFRACTIONRays separate into Red, Green, and Blue wavelength paths when intersecting geometric boundaries, producing organic chromatic aberration.
03 // ZERO ASSET PIPELINEThe entire 3D visual is compiled from a single GLSL shader string loaded into a full-viewport quad—0KB 3D models downloaded.
STATE: VERIFIED
ISOLATE_LOC_0

DISPATCH // INTAKE & ADVISORY

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