Webgpu ascii shader scene
Build a single-file web page (index.html, no build step, Three.js r17x+ via CDN with WebGPURenderer and a WebGL2 fallback) that renders a slowly rotating 3D…
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1 test · 2 finished runs (2 agent, 0 raw one-shot) · 2 live demos
The prompt
Build a single-file web page (index.html, no build step, Three.js r17x+ via CDN with WebGPURenderer and a WebGL2 fallback) that renders a slowly rotating 3D scene (a torus knot, a low-poly terrain and a few floating cubes, lit with a moving point light) through a full-screen ASCII post-process shader. The shader samples scene luminance per cell and maps it to a configurable character ramp. Add an on-screen panel to change cell size, character set (classic, blocks, binary, katakana), foreground and background colour, and a toggle for colour-preserving mode. It must hold 60 fps at 1080p on a laptop GPU. Include a 10-second auto camera move so a screen recording shows off the effect without input. Save the main page as index.html in the current directory (plus any local asset files you create), with no build step. You may serve it locally and open it in headless chromium (/usr/bin/chromium, software WebGL, no GPU, no WebGPU) to screenshot and inspect your own output, and iterate on your own before finishing. Close any browser you open as soon as you've taken your screenshot. Finish with a short README.md describing the controls.
Same prompt, all models: step through 2 runsIn the gallery: one player, arrow keys or swipe.