37 karma · joined August 22, 2025
But it was just a first try, lots of things are still unoptimized. I'll try to do better in a next article.
But WebGL comes with drawbacks:
- You need JS code running before anything shows up.
- Shaders can’t directly manipulate the DOM render. To make refraction work, you’d have to re-render everything into a canvas—which isn’t really “the web” anymore.
With the SVG/CSS approach, you can pre-render the displacement map (at build time or on the backend) and get the refraction visible on the very first frame. Plus, it integrates cleanly with existing, traditional UIs.
That said, this approach could definitely be improved. Ideally we’d have shader-like features in the SVG Filter spec (there was a proposal, but it seems abandoned). There are some matrix operations available in SVG Filters, but they’re limited—and for my first blog post I wanted to focus more on pedagogy, art, and technique than heavy optimization.
(Safari stills seems to be a bit slow to render SVGs)
Anyway, I did not expect this blog post to be on HN, so still things to improve on it.
I planned to fix the performance issues before posting here (since I knew HN would be quick to point that out), but somebody posted it first. You’re absolutely right — it’s pretty slow right now and needs optimization.
And it’s not just the refraction/displacement map: plenty of other parts, like visualisations, aren’t optimized yet either.