Particle Bloom preview
Particle Bloom Pro · Coming soon for Aperveil 1.0 WebGPU shader

A surface, grain by grain.

A WebGPU bloom whose ruffled sheets resolve into grains. The grains remain attached to the turning surface while nearby folds part away from the cursor and return when it leaves.

Meet the surface

Part of Aperveil Pro · Coming soon. The live demo, editor and downloads will open in a later release. Free shaders and blocks are available now.

Pro · Coming soon for Aperveil 1.0React exportRaw WGSL

Inside Particle Bloom.

Particle Bloom finds its body volumetrically: a ray crosses a bounded region in fixed steps and accumulates a soft band around the zero set of a domain-warped fold field. That band is the haze. The grains are placed separately, at the first point where the ray actually meets the sheet, and read from a jittered 3D lattice at that point. Because the lattice lives in the sheet's own space, the grains stay stuck to the surface and pack tighter where it turns away, instead of crawling across the screen.

There are no simulated particles here: nothing collides, is emitted or retired. The grains are a procedural lattice sampled on a procedural surface, not a scan or a physical scattering model. Pointer repulsion deforms the local material coordinates; it does not integrate individual particle trajectories or solve cloth mechanics.

6.095 ms GPU timestamp median; p95 8.061 ms. 1440x900 @ dpr 1.5; Metal driver on macOS Version 26.6.2 (Build 25G83); measured 2026-09-18. This is a recorded headless sample, not a browser FPS or mobile-performance guarantee.

Position

Where the bloom sits on the surface.

Bloom size

Size of the bloom.

Silhouette softness

How softly the bloom's outline fades out.

Sheet frequency

How many ruffles the sheet folds into.

Color Looks preserve these settings. Open the editor for all 22 controls.

Coming soon.

This Pro surface's demo, editor and downloads will open in a later release. Free shaders and blocks are available now.

Explore shaders

Made for a real interface.

Give a beauty, materials or long-form editorial page one object with something to look into. Set it beside the text rather than behind it, keep the type quiet, and let the visitor part the grain-covered folds with the cursor.

Particle Bloom used behind an example interface
SLOW MATTERExample composition

Issue seven

What a surface is made of.

An illustrative journal spread about looking closely enough that a shape becomes a texture.

Subject

Grain, and what holds it.

Reading

Twenty minutes, unhurried.

Illustrative layout, not a customer project. The image is a still preview of the selected Look.

An illustrative layout. Your content stays in HTML; the shader sets the atmosphere.

Before you ship.

What this surface does, where it fits, and where it stops.

All shaders

Make Particle Bloom yours.