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Notes on building things for the web.
The fragment shader runs once per pixel and can produce anything from a solid color to complex animated patterns, no geometry required. UV coordinates, distance functions, shape composition, and ripple interference with interactive demos throughout.
Going deeper into the vertex stage: varyings to pass interpolated data to the fragment shader, interleaved attribute buffers, deforming geometry on the GPU with sine waves, and drawing the same buffer many times with different uniforms.
WebGL documentation is a wall of boilerplate before you see a single pixel. This post strips it down to the minimum — one triangle, three interactive demos — and explains what every line actually does.
Linear interpolation is four tokens of math that powers smooth camera follow, color blending, UI springs, and generative animation. A practical overview of the formula, the running lerp trick, and where you will see it.
I spent years meaning to explore coding concepts after work and never getting there. Claude Code changed that, and the developer advantage turns out to be about infrastructure, not shortcuts.
Build a rotating 3D cube step by step: scene setup, geometry, lighting, and materials, each concept paired with an interactive demo you can poke at directly in the browser.
A deep dive into cubic-bezier curves: how the four values map time to progress, why overshoot feels physical, and five curves worth bookmarking — with interactive demos for each concept.
A deep dive into the mechanics behind character-level CSS animations: text splitting, stagger delays, wave math, and overshoot easing, with interactive examples you can tweak in the browser.