
Halftone Drift
Density mapped to motion — dots thin out as the field accelerates.
01 — detail
Halftone Drift
Each dot samples a noise field twice per frame, so density reacts to scroll speed before the eye can catch the change.
Move your cursor
Drag your pointer across the field and scroll — the cloud parts, brightens and drifts.
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The field

Density mapped to motion — dots thin out as the field accelerates.
01 — detail
Each dot samples a noise field twice per frame, so density reacts to scroll speed before the eye can catch the change.

Thousands of points held in mist, each one nudged by your cursor.
02 — detail
Pointer force falls off with distance, letting the outer haze stay still while the core parts around your hand.

A regular lattice, warped by scroll velocity into curved light.
03 — detail
Velocity is smoothed over eight frames, so the lattice bends like a sheet rather than snapping between states.

Elevation drawn from noise, redrawn every frame at sixty hertz.
04 — detail
Contours are traced on a coarse grid, then smoothed on the fly — detail appears only where the slope is steep.

Depth layers stacked into a sphere that breathes as you move.
05 — detail
Six depth shells rotate at slightly different rates, which reads as volume without any real 3D geometry.

Soft plumes catching rim light where the pointer passes through.
06 — detail
Bloom is additive and clamped, so overlapping plumes glow brighter without ever blowing out to flat white.
07
Impact rendered as concentric waves radiating from the contact point.
07 — detail
Every click seeds a wave with its own decay curve; up to twelve can overlap before the oldest is retired.
08
Trails stretch along the axis of travel, then settle back to rest.
08 — detail
Trail length is tied to frame delta, so the effect holds its shape on slower machines instead of smearing.
09
Hard edges scattering emerald light across the darkened plane.
09 — detail
A single hue is split across three offsets, giving edges a prism fringe that stays subtle at small sizes.
Keep scrolling
Every scroll impulse skews, stretches and releases the layers beneath you.
In motion

Elevation drawn from noise, redrawn every frame at sixty hertz.
01 — detail
Contours are traced on a coarse grid, then smoothed on the fly — detail appears only where the slope is steep.

Depth layers stacked into a sphere that breathes as you move.
02 — detail
Six depth shells rotate at slightly different rates, which reads as volume without any real 3D geometry.

Soft plumes catching rim light where the pointer passes through.
03 — detail
Bloom is additive and clamped, so overlapping plumes glow brighter without ever blowing out to flat white.

Impact rendered as concentric waves radiating from the contact point.
04 — detail
Every click seeds a wave with its own decay curve; up to twelve can overlap before the oldest is retired.

Trails stretch along the axis of travel, then settle back to rest.
05 — detail
Trail length is tied to frame delta, so the effect holds its shape on slower machines instead of smearing.

Hard edges scattering emerald light across the darkened plane.
06 — detail
A single hue is split across three offsets, giving edges a prism fringe that stays subtle at small sizes.
07
Density mapped to motion — dots thin out as the field accelerates.
07 — detail
Each dot samples a noise field twice per frame, so density reacts to scroll speed before the eye can catch the change.
08
Thousands of points held in mist, each one nudged by your cursor.
08 — detail
Pointer force falls off with distance, letting the outer haze stay still while the core parts around your hand.
09
A regular lattice, warped by scroll velocity into curved light.
09 — detail
Velocity is smoothed over eight frames, so the lattice bends like a sheet rather than snapping between states.
Settle in
Parallax layers drift at their own pace, so nothing ever quite lands together.
In depth

Impact rendered as concentric waves radiating from the contact point.
01 — detail
Every click seeds a wave with its own decay curve; up to twelve can overlap before the oldest is retired.

Trails stretch along the axis of travel, then settle back to rest.
02 — detail
Trail length is tied to frame delta, so the effect holds its shape on slower machines instead of smearing.

Hard edges scattering emerald light across the darkened plane.
03 — detail
A single hue is split across three offsets, giving edges a prism fringe that stays subtle at small sizes.

Density mapped to motion — dots thin out as the field accelerates.
04 — detail
Each dot samples a noise field twice per frame, so density reacts to scroll speed before the eye can catch the change.

Thousands of points held in mist, each one nudged by your cursor.
05 — detail
Pointer force falls off with distance, letting the outer haze stay still while the core parts around your hand.

A regular lattice, warped by scroll velocity into curved light.
06 — detail
Velocity is smoothed over eight frames, so the lattice bends like a sheet rather than snapping between states.
07
Elevation drawn from noise, redrawn every frame at sixty hertz.
07 — detail
Contours are traced on a coarse grid, then smoothed on the fly — detail appears only where the slope is steep.
08
Depth layers stacked into a sphere that breathes as you move.
08 — detail
Six depth shells rotate at slightly different rates, which reads as volume without any real 3D geometry.
09
Soft plumes catching rim light where the pointer passes through.
09 — detail
Bloom is additive and clamped, so overlapping plumes glow brighter without ever blowing out to flat white.