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Glossary

GLSL Shader (browser)

A short program written in GLSL (OpenGL Shading Language) that runs on the GPU per-vertex or per-pixel inside a browser WebGL canvas. Used for generative backgrounds, ripples, gradients, and post-processing.

GLSL Shader (browser)

A GLSL shader is a tiny C-like program that runs on the GPU — once per vertex (vertex shader) or once per pixel (fragment shader) — to produce the final color of every point on a 3D surface or full-screen quad. In the browser, GLSL is compiled by the WebGL / WebGL2 runtime and executed in parallel across thousands of GPU cores, which is why generative shader backgrounds (gradient noise, fluid sims, raymarched scenes) can run at 60 fps even on phones while staying under 5 KB of source.

VULK uses fragment shaders heavily for hero backgrounds — looping noise, animated gradients, simplified raymarching. The brand engine ships a curated library of ~40 hand-tuned shaders; the agent selects one based on the genome's motion signature, mounts it via Drei's <shaderMaterial> or a full-screen <Plane>, and exposes uTime and uResolution uniforms. Custom shaders are also generated from prompt when the brand asks for something specific.

See /docs/glossary/webgl-hero.

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