01 / ZOO
Shader Registry
Browse translated WGSL by domain, audit previews, and separate catalogued shaders from graph-safe entries.
VISUAL AUDITGIZMO / BROWSER-NATIVE GPU WORKBENCH
Shaders, simulations, worlds, and dense editing interfaces—authored and rendered directly through WebGPU.
MAINTAINED TEST SURFACES
Gizmo Lab is an instrument panel for the engine, not a polished demo reel. Each room exposes working systems, diagnostics, and unfinished edges.
01 / ZOO
Browse translated WGSL by domain, audit previews, and separate catalogued shaders from graph-safe entries.
VISUAL AUDIT02 / GRAPH
Build typed render, blend, feedback, driver, and presentation chains with transactional compilation.
CRT / FILM / FEEDBACK03 / WORLD
Import animated glTF scenes into a numeric world, then inspect hierarchy, transforms, materials, and time.
GLTF / PBR / TIMELINE04 / COMPUTE
Run preserved Boids, Hodge fluid, spatial hashing, Fourier, and feedback experiments through shared frames.
ARCHIVE / LIVE GPU05 / UI
Exercise retained layout, overlays, graph canvases, shader-driven controls, and analytic vector typography.
NO DOM CONTROL LAYER06 / SAILING
Drive the standalone reference game across spectral water, GPU sail cloth, wakes, shadows, HDR lighting, and spatial audio.
Launch the sailing demo →FRAME OWNERSHIP / DATA FLOW
Gizmo is source-linked and experimental. Its public contracts are growing around explicit resource ownership, immutable graph plans, numeric worlds, and last-known-good rendering.
Inspect the running system →CURRENT STATE
Typed multipass plans, feedback history, generated fixtures, rollback, and whole-frame effects.
Animated glTF baseline, hierarchy authoring, picking, transforms, materials, timeline, and portable projects.
Texture-complete PBR, transparency, recovery stress, and universal FrameGraph adoption remain open.
ENTER THE INSTRUMENT