[{"id":"9a3168b380e4def6","title":"On Rendering the Sky, Sunsets, and Planets","link":"https://blog.maximeheckel.com/posts/on-rendering-the-sky-sunsets-and-planets","author":"Maxime heckel","published_at":"2026-05-12T08:00:00+00:00","content":"This article explores how to render realistic skies and atmospheres in real time in the browser with shaders, from simple sky domes, to entire planets using shaders, raymarching, Rayleigh and Mie scattering, and ozone absorption.","metadata":{"score":null,"source_feed_id":"maxime-heckel","source_feed_type":"rss"}},{"id":"24f6e40fadd0370f","title":"Shades of Halftone","link":"https://blog.maximeheckel.com/posts/shades-of-halftone","author":"Maxime heckel","published_at":"2026-02-10T08:00:00+00:00","content":"An interactive deep dive into building halftone shaders in GLSL, covering everything from classic dot patterns and CMYK color separation to Moiré interference, gooey effects, and animated displacement.","metadata":{"score":null,"source_feed_id":"maxime-heckel","source_feed_type":"rss"}},{"id":"27199cf79130777d","title":"Field Guide to TSL and WebGPU","link":"https://blog.maximeheckel.com/posts/field-guide-to-tsl-and-webgpu","author":"Maxime heckel","published_at":"2025-10-14T08:00:00+00:00","content":"A comprehensive guide to building 3D web experiences with TSL and WebGPU, covering shader development, compute shader applications, and practical examples for particle systems and post-processing effects.","metadata":{"score":null,"source_feed_id":"maxime-heckel","source_feed_type":"rss"}},{"id":"3a32d459552e495a","title":"On Shaping Light","link":"https://blog.maximeheckel.com/posts/shaping-light-volumetric-lighting-with-post-processing-and-raymarching","author":"Maxime heckel","published_at":"2025-06-10T08:00:00+00:00","content":"A deep dive into Volumetric Lighting implemented via Post-Processing leveraging a custom shader with raymarching to create beautiful light and atmospheric effect for your React Three Fiber and Three.js scenes.","metadata":{"score":null,"source_feed_id":"maxime-heckel","source_feed_type":"rss"}},{"id":"409d7ab192261c0b","title":"Speaking at Figma Config 2025","link":"https://blog.maximeheckel.com/posts/config-2025","author":"Maxime heckel","published_at":"2025-05-08T08:00:00+00:00","content":"An overview of the talk I had the chance to give the Figma Config, sharing my passion and learning journey around shaders and real-time 3D on the web.","metadata":{"score":null,"source_feed_id":"maxime-heckel","source_feed_type":"rss"}},{"id":"a0622d49bd08f735","title":"Post-Processing Shaders as a Creative Medium","link":"https://blog.maximeheckel.com/posts/post-processing-as-a-creative-medium","author":"Maxime heckel","published_at":"2025-02-04T08:00:00+00:00","content":"A detailed compilation of my post-processing and custom stylized shader experiments — from pixel patterns and optical illusions to dynamic, animated effects.","metadata":{"score":null,"source_feed_id":"maxime-heckel","source_feed_type":"rss"}},{"id":"716a657c0b937f65","title":"On Crafting Painterly Shaders","link":"https://blog.maximeheckel.com/posts/on-crafting-painterly-shaders","author":"Maxime heckel","published_at":"2024-10-29T08:00:00+00:00","content":"A detailed essay on my research and process of building a shader to mimic paint, watercolor, and aquarelle by exploring various implementations of the Kuwahara image smoothing filter.","metadata":{"score":null,"source_feed_id":"maxime-heckel","source_feed_type":"rss"}},{"id":"1f2ba17f5e73d215","title":"The Art of Dithering and Retro Shading for the Web","link":"https://blog.maximeheckel.com/posts/the-art-of-dithering-and-retro-shading-web","author":"Maxime heckel","published_at":"2024-08-06T08:00:00+00:00","content":"A detailed walkthrough of the inner workings of dithering and other shading techniques to give a retro look and feel to your WebGL and React Three Fiber work.","metadata":{"score":null,"source_feed_id":"maxime-heckel","source_feed_type":"rss"}},{"id":"e3c8ec193b43e46f","title":"Moebius-style post-processing and other stylized shaders","link":"https://blog.maximeheckel.com/posts/moebius-style-post-processing","author":"Maxime heckel","published_at":"2024-03-26T08:00:00+00:00","content":"A detailed essay on the process of building a post-processing stylized shader reproducing the style of legendary artist Jean Giraud a.k.a Moebius for your React Three Fiber projects. In it, I detail the process of drawing outlines with a Sobel Filter as well as custom shadow and lighting patterns to bring a unique style to your WebGL scene.","metadata":{"score":null,"source_feed_id":"maxime-heckel","source_feed_type":"rss"}},{"id":"d6eb8f83620092cd","title":"Shining a light on Caustics with Shaders and React Three Fiber","link":"https://blog.maximeheckel.com/posts/caustics-in-webgl","author":"Maxime heckel","published_at":"2024-01-23T08:00:00+00:00","content":"A step-by-step guide on how to build a caustic light effect for your React Three Fiber project using shaders, render targets, normal maps, and custom materials.","metadata":{"score":null,"source_feed_id":"maxime-heckel","source_feed_type":"rss"}}]