Saw the “made by Evan Wallace” and went “huh, that sounds familiar…”
Yeah, not surprising this guy went on to build Figma! Super cool
As well as esbuild. I wonder what he's doing these days since he stepped out of Figma.
Back in 2010, this "require[d] a decent graphics card"
Now, my phone's integrated graphics can run it very smoothly. Moore's law at play.
I remember this running well on a low end macbook pro back then.
Here I am running just fine on a 3 year old phone
Everyone forgets what machines are capable of if you actually optimize. This game did everything shown here in real time on phones 14 years ago https://youtu.be/JDvPIhCd8N4
It's running fine (not too smoothly but ok) on my 8 years old Xiaomi MI6.
My old phone is running it at exactly Uncaught Error: This demo requires the OES_texture_float extension fps
The in suit battery driven hamdwarmer he invented it!
This example never ceases to amaze
This is my most voted submission. This thing literally never gets old
Demoscene never gets old, but why we get then so little submissions of it here? Demoscene reifies the creative-hacking culture, is it not?
Be the change you want to see
Here is a trick: pause the simulation and drag the ripples back and forth really fast, it will create a "mega" wave. Then unpause and it will create a massive tsunami
Or pause it and click the water surface 100 times to raise up a lot of potential energy that makes a very profound wave front when it comes down when you start it.
"Uncaught Error: This demo requires the OES_texture_float extension
WebGL Water
Made by Evan Wallace
This demo requires a decent graphics card and up-to-date drivers. If you can't run the demo, you can still see it on YouTube.
Interactions:
Draw on the water to make ripples
Drag the background to rotate the camera
Press SPACEBAR to pause and unpause
Drag the sphere to move it around
Press the L key to set the light direction
Press the G key to toggle gravity
Features:
Raytraced reflections and refractions
Analytic ambient occlusion
Heightfield water simulation *
Soft shadows
Caustics (see this for details) *
* requires the OES_texture_float extension
* requires the OES_standard_derivatives extension" on Android Chrome.
This is probably the first time (not counting ignored times) it was been posted which doesn't have comments about breakage on some browser.
Makes you wonder how long it takes that WebGPU reaches the same status.
I see three such comments, all posted before you posted. Oh well. I'd hoped you were right about this.
Ah, I didn't reload before writing the comment. Oh well.
Wasnt this one of the demo that Figma co-founder used make a case for web-based editor?
On this note, can anyone recommend basic webgl 2d effects tutorial? I have a super exciting project I'm really close to announcing, but the last step is adding some pretty Animal Well style effects via webgl2, but I know practically nothing about webgl except the very very basics that you learn from webgl2fundamentals.org. Any pointers would be appreciated.
I second this! Shame it’s still not finished though. I did this tutorial like 5 years ago
Webgl2fundamentals is pretty great :)
The "problem" with it is that you only learn about fragment shaders, you should also learn about the WebGL API, and vertex shaders.
Not having to learn the API & vertex shaders is definitely a feature of ShaderToy, not a problem. :P The extremely low barrier to entry to writing shaders is one of it’s best qualities. Anyway, the question asked about 2d effects, so they maybe don’t need vertex shaders, and they can of course learn the small amount of WebGL API needed somewhere else like https://webgl2fundamentals.org/.
It’s super easy. ShaderToy draws a rectangle on the screen and runs the given shader on it. There’s a small amount of plumbing to wire in a few variables like time & mouse position, and your texture coordinates. The rendering part of ShaderToy is simple enough that you can make your own clone in a day. The rest of the site is the hard part, the editor, the API & saving shaders in the cloud, getting lots of people to write awesome shaders, etc., but the rendering part is near trivial.
This has always been my "is webgl working?" test page
By the way, I think it's (2011) not (2010)
I guess I'm the only one for whom this doesn't work I get:
'Uncaught Error: This demo requires the OES_texture_float extension'
I'm also getting the error on Android, latest Chrome.
Latest Firefox on Android does seem to work, oddly enough. How the turntables...
Getting this error on a brand new Pixel 9 Pro, latest Chrome. Odd
When this was made in 2010 mobile phones had no WebGL support at all.
Ironically Chrome was also the only browser that supported it without beta flags, looks like their mobile version never caught up.
Install Firefox. Not joking.
Nope. Using Chrome 136.0.7103.87 on Android.
When you move the ball up, but keep it still under water, you'll see the water level rise.
Why?
To encourage you to file a PR
Pretty cool how a basic demo like this still feels fresh, even on my old phone. Always makes me want to mess with web tech more.
This is incredible. My goodness.
After all these years, Android Chrome still doesn't support the extensions required by this demo, this is the issue with Web 3D adoption.
Same for me on.
Getting this error - Uncaught Error: This demo requires the OES_texture_float extension
WebGL Water
Using -
Chrome 136.0.7103.87
Android 15;
Actually, I just cross-checked on WebGL Report, and it does indeed support the extension, not that changes having a black page complaining the extension is missing.
…so how does water look like in 2025 on WebGPU?
If you are on Android try Kiwi browser to see this
What does Kiwi do different? The water appears to work well on Brave.
5 year old low end Motorola Android with Firefox and ublock. Smooth as a baby's bottom. Genuinely surprised!
Kiwi is deprecated by the way, use Firefox or just use Chrome which is what Kiwi was anyway.