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Liquid Distortion
nexe.ad/labs
01 · Liquid Distortion

Aurora

Drag to distort · scroll for more ↓

Nexe Labs · Experiment 01

A displacement field, computed live on the GPU

Every pixel above is rendered in real time with Three.js — no video, no pre-baked animation. Two images are blended through a procedural noise field while the cursor pushes the surface around like liquid.

What you're looking at

A full-screen fragment shader samples a flowing noise texture to warp the image and split its colour channels. Moving the pointer adds a soft lens; dragging smears the surface; each scene dissolves into the next with a liquid transition.

How it's built

Three.js + a single GLSL shader, a procedurally generated noise map and an orthographic full-screen quad. It runs at 60 fps, weighs little, and falls back to a static image when WebGL or reduced-motion requires it.