THREE.JS / SHADER CONTRACT
Randomize the surface.
The pinned gallery source patches standard materials with a random-UV virtual texture sampler and a dissolve alpha path. This local study keeps the uniform/shader seams and lifecycle observable over deterministic local textures and a three-part shader-ball fixture.
INITIALIZINGWEBGL2 / RANDOM UV
Compiling a source-shaped virtual texture preview.
- shader-ball parts
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- random UV
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- dissolve / threshold
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- shader state
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- texture path
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- sample avg / p95
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Official ShaderBall2.glb, jade/disolve/noise textures, lobe.hdr environment, exact GUI/Stats/page/pixel composition, full GLSL textureGrad parity, device/backend breadth, generalized performance, context-loss/leak stress, and whole-example fidelity remain separate.
Sources: official random UV example · MeshStandardMaterial · OrbitControls