No mesh. No texture. No photograph. The blob is a signed-distance field — four metaballs fused with a smooth minimum — raymarched in real time, seventy-two steps per pixel, on your GPU.
Its surface is a thin-film approximation: a spectral ramp keyed to the viewing angle — gold on the faces that meet you, magenta and blue as it curves, violet where it turns away. The bright edge is a fresnel bloom, pushed past the rest so it glows into the dark.
One fragment shader — a dozen kilobytes of math — redrawn fresh sixty times a second. It holds perfectly still when you ask it to.
- sdf · smooth-union metaballs
- 72-step raymarch
- thin-film iridescence
- fresnel rim bloom
- 60 fps · dpr-clamped
- reduced-motion aware