Production GLSL shaders, made legible.
Echoes Shaders separates five visual systems from their original product context, preserves their shader logic, and extends that archive with one documented authored point-field study.
Browse the six studiesFive systems. Thirteen source units.
The inventory covers every original shader unit in the selected source revision: four inline shader strings, eight standalone shader files, and one shared 4D simplex include.
One primary family per system.
Families describe the dominant visual behavior. Drivers and techniques remain separate, so a local GLB point cloud is searchable by its geometry input, vertex-color mapping, model complexity, and GPGPU flow.
A reproducible extraction.
All source was read from artifact commit d018f6d057c8f30144979bbcc95436cfb405d7c5. The manifest records each original path, inline symbol where applicable, shader stage, consuming effect, extracted path, and SHA-256 digest. The machine-readable extraction manifest makes the inventory independently reviewable.
Shader equations, uniforms, default timing, colors, blending, and fog behavior are kept. The two identical inline fullscreen vertex strings resolve to one shared extracted file, while remaining two distinct provenance records.
The effect, not the borrowed object.
The source PLY terrain and GLB pendant are intentionally not redistributed because their reuse terms were not documented. Orb-to-Scene Reveal uses deterministic seeded terrain; Point-Cloud Materialization uses a segmented torus knot; Stylized Point Field can switch between that base surface and a newly generated terrain cloud.
The two model-driven point studies also accept an optional self-contained GLB as a temporary local point target. RGB vertex colors and base-material colors carry into the particles, while a bounded complexity curve makes dense models use finer points. Model data is processed only in browser memory, is never uploaded or stored, and disappears when the page is refreshed or closed.
Audio-specific studies use synthetic signals, so the site never asks for microphone access or ships recordings. Point-Cloud Materialization is model-driven and does not use an audio signal. The particle title changes only its copy, from the original product wordmark to the neutral word ECHOES.
Open, with attribution intact.
Site code and first-party extracted shaders are released under the MIT License. The 4D simplex implementation by Ian McEwan and Ashima Arts retains its MIT notice.
Oxanium, Tektur, Bruno Ace SC, Chakra Petch, and Orbitron remain under the SIL Open Font License 1.1. Their original license files ship beside the font files; the root third-party notices file collects attribution and paths in one place.
Read the MIT LicenseKeep the archive precise.
Contributions should preserve provenance, deterministic fallbacks, accessibility, and the serializable catalog contract. New effects need a documented source license, a bounded runtime lifecycle, and a useful fallback when GPU rendering is unavailable.
Start with the contribution guide for local commands, shader extraction rules, testing, and pull-request expectations. Shader editing and arbitrary uploaded code are deliberately outside the v1 project.
Inspect the GitHub source