genart-ops

Installation
SKILL.md

Generative Art Operations

Practical patterns for creative coding and generative art. Covers three.js, p5.js, SVG generation, GLSL shaders, procedural algorithms, and color theory for computational aesthetics.

Color-ops handles CSS color, accessibility, and design tokens. This skill focuses on generative/procedural color techniques (palette algorithms, shader color, gradient interpolation in perceptual space).


1. Three.js -- Scene Scaffolding (2026)

Minimal Scene

import * as THREE from 'three';

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
  75,                                    // fov
  window.innerWidth / window.innerHeight, // aspect
  0.1,                                   // near
  1000                                   // far
);
camera.position.set(0, 2, 5);

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
document.body.appendChild(renderer.domElement);

// --- Responsive ---
window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});

Animation Loop (Timer-based, 2026 pattern)

const timer = new THREE.Timer();
timer.connect(document); // auto-pauses on tab switch

renderer.setAnimationLoop(() => {
  timer.update();
  const delta = timer.getDelta();
  const elapsed = timer.getElapsed();

  // animate objects using delta/elapsed
  mesh.rotation.y += delta;

  renderer.render(scene, camera);
});

OrbitControls

import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.maxPolarAngle = Math.PI * 0.5;
controls.minDistance = 2;
controls.maxDistance = 20;

// Must call update in animation loop when damping enabled
renderer.setAnimationLoop(() => {
  controls.update();
  renderer.render(scene, camera);
});

Lighting Rig (Three-point)

// Key light
const key = new THREE.DirectionalLight(0xffffff, 1.5);
key.position.set(5, 5, 5);
scene.add(key);

// Fill light (softer, opposite side)
const fill = new THREE.DirectionalLight(0x8888ff, 0.5);
fill.position.set(-5, 3, -5);
scene.add(fill);

// Rim / back light
const rim = new THREE.DirectionalLight(0xffffff, 0.8);
rim.position.set(0, 5, -10);
scene.add(rim);

// Ambient baseline
scene.add(new THREE.AmbientLight(0x404040, 0.5));

Post-Processing Pipeline (Bloom)

import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';

const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));

const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  1.5,  // strength
  0.4,  // radius
  0.85  // threshold
);
composer.addPass(bloomPass);
composer.addPass(new OutputPass()); // always last -- handles tone mapping

// In animation loop: composer.render() instead of renderer.render()
// On resize: composer.setSize(width, height)

InstancedMesh (Particle Systems / Mass Geometry)

const geometry = new THREE.SphereGeometry(0.05, 8, 8);
const material = new THREE.MeshStandardMaterial({ color: 0xff6600 });
const COUNT = 10000;

const mesh = new THREE.InstancedMesh(geometry, material, COUNT);
scene.add(mesh);

const dummy = new THREE.Object3D();
const matrix = new THREE.Matrix4();

for (let i = 0; i < COUNT; i++) {
  dummy.position.set(
    (Math.random() - 0.5) * 40,
    (Math.random() - 0.5) * 40,
    (Math.random() - 0.5) * 40
  );
  dummy.updateMatrix();
  mesh.setMatrixAt(i, dummy.matrix);
}
mesh.instanceMatrix.needsUpdate = true;

// Per-instance color
const color = new THREE.Color();
for (let i = 0; i < COUNT; i++) {
  color.setHSL(Math.random(), 0.8, 0.6);
  mesh.setColorAt(i, color);
}
mesh.instanceColor.needsUpdate = true;

// Animate instances
function animateInstances(elapsed) {
  for (let i = 0; i < COUNT; i++) {
    mesh.getMatrixAt(i, matrix);
    matrix.decompose(dummy.position, dummy.quaternion, dummy.scale);
    dummy.position.y += Math.sin(elapsed + i * 0.1) * 0.001;
    dummy.updateMatrix();
    mesh.setMatrixAt(i, dummy.matrix);
  }
  mesh.instanceMatrix.needsUpdate = true;
}

Custom ShaderMaterial

const shaderMaterial = new THREE.ShaderMaterial({
  uniforms: {
    uTime: { value: 0 },
    uResolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
    uMouse: { value: new THREE.Vector2(0, 0) },
    uColor: { value: new THREE.Color(0x3b82f6) },
  },
  vertexShader: /* glsl */ `
    varying vec2 vUv;
    varying vec3 vPosition;
    uniform float uTime;

    void main() {
      vUv = uv;
      vPosition = position;
      vec3 pos = position;
      pos.z += sin(pos.x * 3.0 + uTime) * 0.2;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
  `,
  fragmentShader: /* glsl */ `
    uniform float uTime;
    uniform vec2 uResolution;
    uniform vec3 uColor;
    varying vec2 vUv;

    void main() {
      vec3 col = uColor * (0.5 + 0.5 * sin(vUv.x * 10.0 + uTime));
      gl_FragColor = vec4(col, 1.0);
    }
  `,
  side: THREE.DoubleSide,
});

// Update in animation loop:
shaderMaterial.uniforms.uTime.value = elapsed;

2. p5.js -- Sketch Patterns (2026)

Global Mode (Quick Sketching)

function setup() {
  createCanvas(800, 800);
  colorMode(HSB, 360, 100, 100, 100);
  noStroke();
}

function draw() {
  background(0, 0, 10);
  for (let i = 0; i < 100; i++) {
    let x = random(width);
    let y = random(height);
    fill(random(360), 80, 90, 50);
    circle(x, y, random(5, 30));
  }
}

Instance Mode (Multiple Sketches / Modules)

const sketch = (p) => {
  let particles = [];

  p.setup = () => {
    p.createCanvas(800, 800);
    p.colorMode(p.HSB, 360, 100, 100, 100);
    for (let i = 0; i < 200; i++) {
      particles.push({
        x: p.random(p.width),
        y: p.random(p.height),
        vx: p.random(-1, 1),
        vy: p.random(-1, 1),
        hue: p.random(360),
      });
    }
  };

  p.draw = () => {
    p.background(0, 0, 5, 10); // trailing fade
    for (let pt of particles) {
      pt.x += pt.vx;
      pt.y += pt.vy;
      if (pt.x < 0 || pt.x > p.width) pt.vx *= -1;
      if (pt.y < 0 || pt.y > p.height) pt.vy *= -1;
      p.fill(pt.hue, 80, 90, 60);
      p.noStroke();
      p.circle(pt.x, pt.y, 6);
    }
  };
};

new p5(sketch, document.getElementById('canvas-container'));

WebGL Mode

function setup() {
  createCanvas(800, 800, WEBGL);
}

function draw() {
  background(0);
  orbitControl();
  ambientLight(60);
  directionalLight(255, 255, 255, 0.5, -1, -0.5);

  push();
  rotateX(frameCount * 0.01);
  rotateY(frameCount * 0.013);
  normalMaterial();
  torus(150, 50, 24, 16);
  pop();
}

Custom Shaders in p5.js

let myShader;

const vertSrc = `
  precision highp float;
  uniform mat4 uModelViewMatrix;
  uniform mat4 uProjectionMatrix;
  attribute vec3 aPosition;
  attribute vec2 aTexCoord;
  varying vec2 vTexCoord;

  void main() {
    vTexCoord = aTexCoord;
    vec4 positionVec4 = vec4(aPosition, 1.0);
    gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;
  }
`;

const fragSrc = `
  precision highp float;
  uniform float uTime;
  uniform vec2 uResolution;
  varying vec2 vTexCoord;

  void main() {
    vec2 uv = vTexCoord;
    vec3 col = 0.5 + 0.5 * cos(uTime + uv.xyx + vec3(0, 2, 4));
    gl_FragColor = vec4(col, 1.0);
  }
`;

function setup() {
  createCanvas(800, 800, WEBGL);
  myShader = createShader(vertSrc, fragSrc);
}

function draw() {
  shader(myShader);
  myShader.setUniform('uTime', millis() / 1000.0);
  myShader.setUniform('uResolution', [width, height]);
  rect(0, 0, width, height);
}

Pixel Manipulation

function draw() {
  loadPixels();
  for (let x = 0; x < width; x++) {
    for (let y = 0; y < height; y++) {
      let idx = (x + y * width) * 4;
      let n = noise(x * 0.01, y * 0.01, frameCount * 0.01);
      pixels[idx]     = n * 255;     // R
      pixels[idx + 1] = n * 128;     // G
      pixels[idx + 2] = 255 - n*255; // B
      pixels[idx + 3] = 255;         // A
    }
  }
  updatePixels();
}

Recording / Export

// Frame export (PNG sequence)
function draw() {
  // ... drawing code ...
  if (frameCount <= 300) {
    saveCanvas('frame-' + nf(frameCount, 4), 'png');
  }
}

// SVG export (requires p5.js-svg library)
function setup() {
  createCanvas(800, 800, SVG);
}
function draw() {
  // ... vector drawing ...
  save('artwork.svg');
  noLoop();
}

// With canvas-sketch (standalone, not p5)
// npm install canvas-sketch canvas-sketch-cli -g
const canvasSketch = require('canvas-sketch');

const settings = {
  dimensions: [2048, 2048],
  animate: true,
  fps: 30,
  duration: 5,
  suffix: '-artwork',
};

const sketch = () => {
  return ({ context, width, height, time }) => {
    const ctx = context;
    ctx.fillStyle = '#000';
    ctx.fillRect(0, 0, width, height);
    // ... drawing with Canvas 2D API ...
  };
};

canvasSketch(sketch, settings);
// Export: Ctrl+Shift+S for PNG, or --stream flag for MP4

3. SVG Generation

Programmatic SVG in JavaScript

function createSVG(width, height) {
  const NS = 'http://www.w3.org/2000/svg';
  const svg = document.createElementNS(NS, 'svg');
  svg.setAttribute('viewBox', `0 0 ${width} ${height}`);
  svg.setAttribute('xmlns', NS);
  return svg;
}

function addPath(svg, d, attrs = {}) {
  const NS = 'http://www.w3.org/2000/svg';
  const path = document.createElementNS(NS, 'path');
  path.setAttribute('d', d);
  for (const [k, v] of Object.entries(attrs)) {
    path.setAttribute(k, v);
  }
  svg.appendChild(path);
  return path;
}

// Serialize to string
function svgToString(svg) {
  return new XMLSerializer().serializeToString(svg);
}

SVG Path Commands Reference

Command Name Syntax Notes
M x y Move to Absolute Start new subpath
m dx dy Move to Relative
L x y Line to Absolute Straight line
l dx dy Line to Relative
H x Horizontal line Absolute
h dx Horizontal line Relative
V y Vertical line Absolute
v dy Vertical line Relative
C x1 y1 x2 y2 x y Cubic bezier 2 control points + endpoint
c dx1 dy1 dx2 dy2 dx dy Cubic bezier Relative
S x2 y2 x y Smooth cubic Reflects previous control point
Q x1 y1 x y Quadratic bezier 1 control point + endpoint
T x y Smooth quadratic Reflects previous control point
A rx ry rot large-arc sweep x y Arc Elliptical arc
Z Close path Back to subpath start

Generative SVG Patterns

// Generative organic blob
function blob(cx, cy, radius, points = 8, variance = 0.3) {
  const pts = [];
  for (let i = 0; i < points; i++) {
    const angle = (i / points) * Math.PI * 2;
    const r = radius * (1 + (Math.random() - 0.5) * variance);
    pts.push([
      cx + Math.cos(angle) * r,
      cy + Math.sin(angle) * r,
    ]);
  }
  return smoothClosedPath(pts);
}

// Convert points to smooth cubic bezier closed path
function smoothClosedPath(points) {
  const n = points.length;
  let d = `M ${points[0][0]} ${points[0][1]}`;
  for (let i = 0; i < n; i++) {
    const curr = points[i];
    const next = points[(i + 1) % n];
    const prev = points[(i - 1 + n) % n];
    const next2 = points[(i + 2) % n];

    const cp1x = curr[0] + (next[0] - prev[0]) / 6;
    const cp1y = curr[1] + (next[1] - prev[1]) / 6;
    const cp2x = next[0] - (next2[0] - curr[0]) / 6;
    const cp2y = next[1] - (next2[1] - curr[1]) / 6;

    d += ` C ${cp1x} ${cp1y}, ${cp2x} ${cp2y}, ${next[0]} ${next[1]}`;
  }
  return d + ' Z';
}

// Generative line hatching
function hatchRect(x, y, w, h, angle, spacing) {
  const paths = [];
  const cos = Math.cos(angle);
  const sin = Math.sin(angle);
  const diag = Math.sqrt(w * w + h * h);

  for (let d = -diag; d < diag; d += spacing) {
    const x1 = x + d * cos - diag * sin;
    const y1 = y + d * sin + diag * cos;
    const x2 = x + d * cos + diag * sin;
    const y2 = y + d * sin - diag * cos;
    // Clip to rect bounds and add to paths
    paths.push(`M ${x1} ${y1} L ${x2} ${y2}`);
  }
  return paths.join(' ');
}

SVG Filters for Generative Effects

<!-- Organic texture -->
<filter id="organic">
  <feTurbulence type="fractalNoise" baseFrequency="0.02"
    numOctaves="4" seed="42" result="noise"/>
  <feDisplacementMap in="SourceGraphic" in2="noise"
    scale="20" xChannelSelector="R" yChannelSelector="G"/>
</filter>

<!-- Glow effect -->
<filter id="glow">
  <feGaussianBlur stdDeviation="4" result="blur"/>
  <feMerge>
    <feMergeNode in="blur"/>
    <feMergeNode in="SourceGraphic"/>
  </feMerge>
</filter>

<!-- Paper texture -->
<filter id="paper">
  <feTurbulence type="fractalNoise" baseFrequency="0.04"
    numOctaves="5" result="noise"/>
  <feDiffuseLighting in="noise" lighting-color="white"
    surfaceScale="2" result="lit">
    <feDistantLight azimuth="45" elevation="60"/>
  </feDiffuseLighting>
  <feComposite in="SourceGraphic" in2="lit"
    operator="multiply"/>
</filter>

<!-- Eroded / distressed edges -->
<filter id="eroded">
  <feTurbulence type="turbulence" baseFrequency="0.05"
    numOctaves="2" result="noise"/>
  <feDisplacementMap in="SourceGraphic" in2="noise"
    scale="6" xChannelSelector="R" yChannelSelector="G"
    result="displaced"/>
  <feGaussianBlur in="displaced" stdDeviation="0.5"/>
</filter>

<!-- Usage -->
<path d="..." filter="url(#organic)" fill="oklch(0.7 0.15 200)"/>

SVG Animation

<!-- SMIL animation (native SVG) -->
<circle cx="50" cy="50" r="20" fill="oklch(0.7 0.2 250)">
  <animate attributeName="r" from="20" to="40"
    dur="2s" repeatCount="indefinite"
    values="20;40;20" keyTimes="0;0.5;1"/>
  <animate attributeName="fill-opacity" from="1" to="0.3"
    dur="2s" repeatCount="indefinite"/>
</circle>

<!-- Morph path -->
<path fill="oklch(0.6 0.18 150)">
  <animate attributeName="d" dur="4s" repeatCount="indefinite"
    values="M10,80 Q52,10 95,80 T180,80;
            M10,80 Q52,50 95,20 T180,80;
            M10,80 Q52,10 95,80 T180,80"/>
</path>

<!-- CSS animation on SVG -->
<style>
  @keyframes dash {
    to { stroke-dashoffset: 0; }
  }
  .draw-in {
    stroke-dasharray: 1000;
    stroke-dashoffset: 1000;
    animation: dash 3s ease-in-out forwards;
  }
</style>
<path class="draw-in" d="..." stroke="#000" fill="none"/>

SVG Optimization (SVGO)

# Install
npm install -g svgo

# Optimize single file
svgo input.svg -o output.svg

# Batch optimize
svgo -f ./input-dir -o ./output-dir

# Preserve viewBox, remove dimensions (responsive)
svgo input.svg -o output.svg --config='{ "plugins": [
  { "name": "removeDimensions" },
  { "name": "removeViewBox", "active": false }
]}'

4. GLSL Shaders

Shader Boilerplate (Standalone WebGL)

// --- Vertex Shader ---
attribute vec2 aPosition;
varying vec2 vUv;

void main() {
  vUv = aPosition * 0.5 + 0.5;
  gl_Position = vec4(aPosition, 0.0, 1.0);
}

// --- Fragment Shader ---
precision highp float;
uniform float uTime;
uniform vec2 uResolution;
uniform vec2 uMouse;
varying vec2 vUv;

void main() {
  vec2 uv = gl_FragCoord.xy / uResolution;
  // ... shader logic ...
  gl_FragColor = vec4(col, 1.0);
}

Common Uniforms

uniform float uTime;        // seconds elapsed
uniform vec2 uResolution;   // canvas pixel dimensions
uniform vec2 uMouse;        // mouse position (normalized or pixels)
uniform float uFrame;       // frame counter
uniform sampler2D uTexture;  // texture input

Hash / Random Functions

// 1D hash
float hash(float n) {
  return fract(sin(n) * 43758.5453123);
}

// 2D hash
float hash(vec2 p) {
  return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
}

// 2D -> 2D hash
vec2 hash2(vec2 p) {
  p = vec2(dot(p, vec2(127.1, 311.7)),
           dot(p, vec2(269.5, 183.3)));
  return fract(sin(p) * 43758.5453123);
}

Value Noise

float valueNoise(vec2 p) {
  vec2 i = floor(p);
  vec2 f = fract(p);
  vec2 u = f * f * (3.0 - 2.0 * f); // smoothstep

  return mix(
    mix(hash(i + vec2(0, 0)), hash(i + vec2(1, 0)), u.x),
    mix(hash(i + vec2(0, 1)), hash(i + vec2(1, 1)), u.x),
    u.y
  );
}

Simplex Noise (2D)

// Credit: Stefan Gustavson, Ian McEwan (MIT)
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec3 permute(vec3 x) { return mod289(((x * 34.0) + 1.0) * x); }

float snoise(vec2 v) {
  const vec4 C = vec4(
    0.211324865405187,   // (3.0-sqrt(3.0))/6.0
    0.366025403784439,   // 0.5*(sqrt(3.0)-1.0)
   -0.577350269189626,   // -1.0 + 2.0 * C.x
    0.024390243902439);  // 1.0 / 41.0

  vec2 i  = floor(v + dot(v, C.yy));
  vec2 x0 = v - i + dot(i, C.xx);

  vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
  vec4 x12 = x0.xyxy + C.xxzz;
  x12.xy -= i1;

  i = mod289(i);
  vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0))
                          + i.x + vec3(0.0, i1.x, 1.0));

  vec3 m = max(0.5 - vec3(
    dot(x0, x0),
    dot(x12.xy, x12.xy),
    dot(x12.zw, x12.zw)
  ), 0.0);
  m = m * m;
  m = m * m;

  vec3 x = 2.0 * fract(p * C.www) - 1.0;
  vec3 h = abs(x) - 0.5;
  vec3 ox = floor(x + 0.5);
  vec3 a0 = x - ox;

  m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);

  vec3 g;
  g.x = a0.x * x0.x + h.x * x0.y;
  g.yz = a0.yz * x12.xz + h.yz * x12.yw;

  return 130.0 * dot(m, g);
}

FBM (Fractal Brownian Motion)

float fbm(vec2 p, int octaves) {
  float value = 0.0;
  float amplitude = 0.5;
  float frequency = 1.0;

  for (int i = 0; i < 8; i++) { // max octaves = 8
    if (i >= octaves) break;
    value += amplitude * snoise(p * frequency);
    frequency *= 2.0;   // lacunarity
    amplitude *= 0.5;   // gain / persistence
  }
  return value;
}

Domain Warping

// Single warp
float warpedNoise(vec2 p) {
  vec2 q = vec2(
    fbm(p + vec2(0.0, 0.0), 4),
    fbm(p + vec2(5.2, 1.3), 4)
  );
  return fbm(p + 4.0 * q, 4);
}

// Double warp (Inigo Quilez technique)
float doubleWarp(vec2 p) {
  vec2 q = vec2(
    fbm(p + vec2(0.0, 0.0), 4),
    fbm(p + vec2(5.2, 1.3), 4)
  );
  vec2 r = vec2(
    fbm(p + 4.0 * q + vec2(1.7, 9.2), 4),
    fbm(p + 4.0 * q + vec2(8.3, 2.8), 4)
  );
  return fbm(p + 4.0 * r, 4);
}

Worley / Cellular Noise

float worley(vec2 p) {
  vec2 i = floor(p);
  vec2 f = fract(p);
  float minDist = 1.0;

  for (int y = -1; y <= 1; y++) {
    for (int x = -1; x <= 1; x++) {
      vec2 neighbor = vec2(float(x), float(y));
      vec2 point = hash2(i + neighbor);
      vec2 diff = neighbor + point - f;
      float dist = length(diff);
      minDist = min(minDist, dist);
    }
  }
  return minDist;
}

// F2 - F1 for cell edges
float worleyEdge(vec2 p) {
  vec2 i = floor(p);
  vec2 f = fract(p);
  float f1 = 1.0, f2 = 1.0;

  for (int y = -1; y <= 1; y++) {
    for (int x = -1; x <= 1; x++) {
      vec2 neighbor = vec2(float(x), float(y));
      vec2 point = hash2(i + neighbor);
      float dist = length(neighbor + point - f);
      if (dist < f1) { f2 = f1; f1 = dist; }
      else if (dist < f2) { f2 = dist; }
    }
  }
  return f2 - f1;
}

2D SDF Primitives

float sdCircle(vec2 p, float r) {
  return length(p) - r;
}

float sdBox(vec2 p, vec2 b) {
  vec2 d = abs(p) - b;
  return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}

float sdSegment(vec2 p, vec2 a, vec2 b) {
  vec2 pa = p - a, ba = b - a;
  float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
  return length(pa - ba * h);
}

float sdEquilateralTriangle(vec2 p, float r) {
  const float k = sqrt(3.0);
  p.x = abs(p.x) - r;
  p.y = p.y + r / k;
  if (p.x + k * p.y > 0.0) p = vec2(p.x - k*p.y, -k*p.x - p.y) / 2.0;
  p.x -= clamp(p.x, -2.0*r, 0.0);
  return -length(p) * sign(p.y);
}

3D SDF Primitives

float sdSphere(vec3 p, float r) { return length(p) - r; }

float sdBox(vec3 p, vec3 b) {
  vec3 q = abs(p) - b;
  return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
}

float sdTorus(vec3 p, vec2 t) {
  vec2 q = vec2(length(p.xz) - t.x, p.y);
  return length(q) - t.y;
}

float sdCapsule(vec3 p, vec3 a, vec3 b, float r) {
  vec3 pa = p - a, ba = b - a;
  float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
  return length(pa - ba * h) - r;
}

float sdRoundBox(vec3 p, vec3 b, float r) {
  vec3 q = abs(p) - b + r;
  return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - r;
}

float sdOctahedron(vec3 p, float s) {
  p = abs(p);
  float m = p.x + p.y + p.z - s;
  vec3 q;
       if (3.0*p.x < m) q = p.xyz;
  else if (3.0*p.y < m) q = p.yzx;
  else if (3.0*p.z < m) q = p.zxy;
  else return m * 0.57735027;
  float k = clamp(0.5*(q.z - q.y + s), 0.0, s);
  return length(vec3(q.x, q.y - s + k, q.z - k));
}

SDF Operations

// Boolean
float opUnion(float a, float b) { return min(a, b); }
float opSubtract(float a, float b) { return max(-a, b); }
float opIntersect(float a, float b) { return max(a, b); }

// Smooth boolean
float opSmoothUnion(float a, float b, float k) {
  k *= 4.0;
  float h = max(k - abs(a - b), 0.0);
  return min(a, b) - h*h*0.25/k;
}

float opSmoothSubtract(float a, float b, float k) {
  return -opSmoothUnion(a, -b, k);
}

// Transform
float opRound(float d, float r) { return d - r; }
float opOnion(float d, float t) { return abs(d) - t; }

// Repetition
vec3 opRepeat(vec3 p, vec3 s) { return p - s * round(p / s); }
vec3 opRepeatLimited(vec3 p, float s, vec3 lim) {
  return p - s * clamp(round(p / s), -lim, lim);
}

// Twist
vec3 opTwist(vec3 p, float k) {
  float c = cos(k * p.y);
  float s = sin(k * p.y);
  mat2 m = mat2(c, -s, s, c);
  return vec3(m * p.xz, p.y);
}

Ray Marching Template

#define MAX_STEPS 100
#define MAX_DIST 100.0
#define SURF_DIST 0.001

float map(vec3 p) {
  float sphere = sdSphere(p - vec3(0, 1, 0), 1.0);
  float plane = p.y;
  return opSmoothUnion(sphere, plane, 0.5);
}

float rayMarch(vec3 ro, vec3 rd) {
  float d = 0.0;
  for (int i = 0; i < MAX_STEPS; i++) {
    vec3 p = ro + rd * d;
    float ds = map(p);
    d += ds;
    if (d > MAX_DIST || ds < SURF_DIST) break;
  }
  return d;
}

vec3 getNormal(vec3 p) {
  vec2 e = vec2(0.001, 0.0);
  return normalize(vec3(
    map(p + e.xyy) - map(p - e.xyy),
    map(p + e.yxy) - map(p - e.yxy),
    map(p + e.yyx) - map(p - e.yyx)
  ));
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
  vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;

  // Camera
  vec3 ro = vec3(0, 2, -5);  // ray origin
  vec3 rd = normalize(vec3(uv, 1.0));  // ray direction

  float d = rayMarch(ro, rd);

  vec3 col = vec3(0.0);
  if (d < MAX_DIST) {
    vec3 p = ro + rd * d;
    vec3 n = getNormal(p);
    vec3 lightDir = normalize(vec3(1, 2, -1));
    float diff = max(dot(n, lightDir), 0.0);
    col = vec3(1.0, 0.8, 0.6) * diff;
  }

  fragColor = vec4(col, 1.0);
}

Color Blending in Shaders

// Palette function (Inigo Quilez)
vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
  return a + b * cos(6.28318 * (c * t + d));
}

// Common palettes:
// Rainbow:  palette(t, vec3(0.5), vec3(0.5), vec3(1.0), vec3(0.0, 0.33, 0.67))
// Sunset:   palette(t, vec3(0.5), vec3(0.5), vec3(1.0), vec3(0.0, 0.1, 0.2))
// Ocean:    palette(t, vec3(0.5), vec3(0.5), vec3(1.0, 1.0, 0.5), vec3(0.8, 0.9, 0.3))
// Fire:     palette(t, vec3(0.5,0.5,0.3), vec3(0.5,0.5,0.3), vec3(1.0), vec3(0.0,0.1,0.2))

// OKLAB blending in GLSL (see color section below for conversion functions)
vec3 blendOklab(vec3 rgb1, vec3 rgb2, float t) {
  vec3 lab1 = linearSRGBToOklab(rgb1);
  vec3 lab2 = linearSRGBToOklab(rgb2);
  vec3 mixed = mix(lab1, lab2, t);
  return oklabToLinearSRGB(mixed);
}

5. Procedural Generation Algorithms

Perlin / Simplex Noise (JavaScript)

// Use a library: npm install simplex-noise
import { createNoise2D, createNoise3D, createNoise4D } from 'simplex-noise';

const noise2D = createNoise2D();  // returns -1..1
const noise3D = createNoise3D();
const noise4D = createNoise4D();

// With seeded random
import { createNoise2D } from 'simplex-noise';
import alea from 'alea';

const prng = alea('my-seed');
const noise2D = createNoise2D(prng);

FBM (JavaScript)

function fbm(x, y, octaves = 6, lacunarity = 2.0, gain = 0.5) {
  let value = 0;
  let amplitude = 1.0;
  let frequency = 1.0;
  let maxValue = 0;

  for (let i = 0; i < octaves; i++) {
    value += amplitude * noise2D(x * frequency, y * frequency);
    maxValue += amplitude;
    frequency *= lacunarity;
    amplitude *= gain;
  }

  return value / maxValue; // normalize to -1..1
}

Domain Warping (JavaScript)

function domainWarp(x, y, scale = 0.005, warpStrength = 100) {
  const qx = fbm(x * scale, y * scale, 4);
  const qy = fbm(x * scale + 5.2, y * scale + 1.3, 4);

  return fbm(
    (x + warpStrength * qx) * scale,
    (y + warpStrength * qy) * scale,
    4
  );
}

// Double warp for more organic patterns
function doubleWarp(x, y, scale = 0.005) {
  const q = [
    fbm(x * scale, y * scale, 4),
    fbm(x * scale + 5.2, y * scale + 1.3, 4),
  ];
  const r = [
    fbm((x + 100 * q[0]) * scale + 1.7, (y + 100 * q[1]) * scale + 9.2, 4),
    fbm((x + 100 * q[0]) * scale + 8.3, (y + 100 * q[1]) * scale + 2.8, 4),
  ];
  return fbm(
    (x + 100 * r[0]) * scale,
    (y + 100 * r[1]) * scale,
    4
  );
}

Ridged Noise

function ridgedNoise(x, y, octaves = 6) {
  let value = 0;
  let amplitude = 1.0;
  let frequency = 1.0;
  let weight = 1.0;

  for (let i = 0; i < octaves; i++) {
    let signal = noise2D(x * frequency, y * frequency);
    signal = 1.0 - Math.abs(signal); // create ridges
    signal *= signal;                 // sharpen
    signal *= weight;
    weight = Math.min(1.0, Math.max(0.0, signal * 2.0));

    value += signal * amplitude;
    frequency *= 2.0;
    amplitude *= 0.5;
  }
  return value;
}

Flow Fields

class FlowField {
  constructor(cols, rows, noiseScale = 0.1) {
    this.cols = cols;
    this.rows = rows;
    this.field = new Float32Array(cols * rows);
    this.noiseScale = noiseScale;
  }

  update(time = 0) {
    for (let y = 0; y < this.rows; y++) {
      for (let x = 0; x < this.cols; x++) {
        const angle = noise2D(
          x * this.noiseScale,
          y * this.noiseScale + time * 0.2
        ) * Math.PI * 2;
        this.field[y * this.cols + x] = angle;
      }
    }
  }

  getAngle(x, y) {
    const col = Math.floor(x) % this.cols;
    const row = Math.floor(y) % this.rows;
    return this.field[row * this.cols + col];
  }
}

class Particle {
  constructor(x, y) {
    this.x = x;
    this.y = y;
    this.prevX = x;
    this.prevY = y;
    this.speed = 2;
  }

  follow(field) {
    this.prevX = this.x;
    this.prevY = this.y;
    const angle = field.getAngle(this.x, this.y);
    this.x += Math.cos(angle) * this.speed;
    this.y += Math.sin(angle) * this.speed;
  }

  edges(w, h) {
    if (this.x < 0 || this.x > w || this.y < 0 || this.y > h) {
      this.x = Math.random() * w;
      this.y = Math.random() * h;
      this.prevX = this.x;
      this.prevY = this.y;
    }
  }
}

// p5.js usage
const field = new FlowField(80, 80, 0.05);
const particles = Array.from({ length: 1000 },
  () => new Particle(random(width), random(height))
);

function draw() {
  field.update(frameCount * 0.01);
  for (const p of particles) {
    p.follow(field);
    p.edges(width, height);
    stroke(255, 20);
    line(p.prevX, p.prevY, p.x, p.y);
  }
}

Poisson Disk Sampling

function poissonDisk(width, height, minDist, maxAttempts = 30) {
  const cellSize = minDist / Math.SQRT2;
  const gridW = Math.ceil(width / cellSize);
  const gridH = Math.ceil(height / cellSize);
  const grid = new Array(gridW * gridH).fill(null);
  const points = [];
  const active = [];

  function gridIndex(x, y) {
    return Math.floor(x / cellSize) + Math.floor(y / cellSize) * gridW;
  }

  // Seed point
  const p0 = { x: width / 2, y: height / 2 };
  points.push(p0);
  active.push(p0);
  grid[gridIndex(p0.x, p0.y)] = p0;

  while (active.length > 0) {
    const idx = Math.floor(Math.random() * active.length);
    const point = active[idx];
    let found = false;

    for (let n = 0; n < maxAttempts; n++) {
      const angle = Math.random() * Math.PI * 2;
      const dist = minDist + Math.random() * minDist;
      const candidate = {
        x: point.x + Math.cos(angle) * dist,
        y: point.y + Math.sin(angle) * dist,
      };

      if (candidate.x < 0 || candidate.x >= width ||
          candidate.y < 0 || candidate.y >= height) continue;

      const gi = gridIndex(candidate.x, candidate.y);
      let ok = true;

      // Check neighboring cells
      const gx = Math.floor(candidate.x / cellSize);
      const gy = Math.floor(candidate.y / cellSize);
      for (let dy = -2; dy <= 2 && ok; dy++) {
        for (let dx = -2; dx <= 2 && ok; dx++) {
          const nx = gx + dx, ny = gy + dy;
          if (nx < 0 || nx >= gridW || ny < 0 || ny >= gridH) continue;
          const neighbor = grid[nx + ny * gridW];
          if (neighbor) {
            const d = Math.hypot(candidate.x - neighbor.x,
                                 candidate.y - neighbor.y);
            if (d < minDist) ok = false;
          }
        }
      }

      if (ok) {
        points.push(candidate);
        active.push(candidate);
        grid[gi] = candidate;
        found = true;
        break;
      }
    }

    if (!found) active.splice(idx, 1);
  }

  return points;
}

L-Systems

class LSystem {
  constructor(axiom, rules, angle = 25) {
    this.axiom = axiom;
    this.rules = rules; // { 'F': 'FF+[+F-F-F]-[-F+F+F]' }
    this.angle = angle * (Math.PI / 180);
    this.sentence = axiom;
  }

  generate(iterations) {
    this.sentence = this.axiom;
    for (let i = 0; i < iterations; i++) {
      let next = '';
      for (const ch of this.sentence) {
        next += this.rules[ch] || ch;
      }
      this.sentence = next;
    }
    return this.sentence;
  }

  // Returns array of line segments [{x1,y1,x2,y2}]
  interpret(startX, startY, stepLen) {
    const lines = [];
    const stack = [];
    let x = startX, y = startY;
    let angle = -Math.PI / 2; // start pointing up

    for (const ch of this.sentence) {
      switch (ch) {
        case 'F': {
          const nx = x + Math.cos(angle) * stepLen;
          const ny = y + Math.sin(angle) * stepLen;
          lines.push({ x1: x, y1: y, x2: nx, y2: ny });
          x = nx; y = ny;
          break;
        }
        case '+': angle += this.angle; break;
        case '-': angle -= this.angle; break;
        case '[': stack.push({ x, y, angle }); break;
        case ']': {
          const state = stack.pop();
          x = state.x; y = state.y; angle = state.angle;
          break;
        }
      }
    }
    return lines;
  }
}

// Classic trees
const tree = new LSystem('F', { 'F': 'FF+[+F-F-F]-[-F+F+F]' }, 22.5);
tree.generate(4);

// Koch curve
const koch = new LSystem('F', { 'F': 'F+F-F-F+F' }, 90);

// Sierpinski triangle
const sierpinski = new LSystem('F-G-G', {
  'F': 'F-G+F+G-F',
  'G': 'GG'
}, 120);

// Dragon curve
const dragon = new LSystem('FX', {
  'X': 'X+YF+',
  'Y': '-FX-Y'
}, 90);

Cellular Automata (Game of Life)

class CellularAutomata {
  constructor(width, height) {
    this.w = width;
    this.h = height;
    this.grid = new Uint8Array(width * height);
    this.next = new Uint8Array(width * height);
  }

  randomize(density = 0.3) {
    for (let i = 0; i < this.grid.length; i++) {
      this.grid[i] = Math.random() < density ? 1 : 0;
    }
  }

  step() {
    for (let y = 0; y < this.h; y++) {
      for (let x = 0; x < this.w; x++) {
        const neighbors = this.countNeighbors(x, y);
        const idx = y * this.w + x;
        const alive = this.grid[idx];

        // Conway's Game of Life rules
        if (alive && (neighbors < 2 || neighbors > 3)) {
          this.next[idx] = 0;
        } else if (!alive && neighbors === 3) {
          this.next[idx] = 1;
        } else {
          this.next[idx] = this.grid[idx];
        }
      }
    }
    [this.grid, this.next] = [this.next, this.grid];
  }

  countNeighbors(x, y) {
    let count = 0;
    for (let dy = -1; dy <= 1; dy++) {
      for (let dx = -1; dx <= 1; dx++) {
        if (dx === 0 && dy === 0) continue;
        const nx = (x + dx + this.w) % this.w;
        const ny = (y + dy + this.h) % this.h;
        count += this.grid[ny * this.w + nx];
      }
    }
    return count;
  }
}

Voronoi Diagram (Fortune's Algorithm Alternative -- Brute Force)

// For production use: npm install d3-delaunay
import { Delaunay } from 'd3-delaunay';

// Generate Voronoi from random points
const points = Array.from({ length: 50 }, () => [
  Math.random() * width,
  Math.random() * height,
]);

const delaunay = Delaunay.from(points);
const voronoi = delaunay.voronoi([0, 0, width, height]);

// Iterate cells
for (let i = 0; i < points.length; i++) {
  const cell = voronoi.cellPolygon(i);
  if (!cell) continue;
  // cell is array of [x,y] vertices (closed polygon)
  // Draw with canvas, SVG, etc.
}

// Delaunay triangles
for (let i = 0; i < delaunay.triangles.length; i += 3) {
  const p0 = points[delaunay.triangles[i]];
  const p1 = points[delaunay.triangles[i + 1]];
  const p2 = points[delaunay.triangles[i + 2]];
  // Draw triangle
}

// Lloyd relaxation (makes cells more even)
function lloydRelax(points, bounds, iterations = 3) {
  let pts = [...points];
  for (let i = 0; i < iterations; i++) {
    const d = Delaunay.from(pts);
    const v = d.voronoi(bounds);
    pts = pts.map((_, j) => {
      const cell = v.cellPolygon(j);
      if (!cell) return pts[j];
      // Centroid of polygon
      let cx = 0, cy = 0;
      for (let k = 0; k < cell.length - 1; k++) {
        cx += cell[k][0];
        cy += cell[k][1];
      }
      return [cx / (cell.length - 1), cy / (cell.length - 1)];
    });
  }
  return pts;
}

Wave Function Collapse (Simple Tiled)

class WFC {
  constructor(tiles, adjacency, width, height) {
    this.tiles = tiles;        // array of tile IDs
    this.adj = adjacency;      // { tileId: { up: [...], down: [...], left: [...], right: [...] } }
    this.w = width;
    this.h = height;
    // Each cell starts with all tiles possible
    this.grid = Array.from({ length: width * height },
      () => new Set(tiles)
    );
  }

  entropy(idx) {
    return this.grid[idx].size;
  }

  // Find cell with lowest entropy > 1
  findLowestEntropy() {
    let minE = Infinity, minIdx = -1;
    for (let i = 0; i < this.grid.length; i++) {
      const e = this.grid[i].size;
      if (e > 1 && e < minE) {
        minE = e;
        minIdx = i;
      }
    }
    return minIdx;
  }

  collapse(idx) {
    const options = [...this.grid[idx]];
    const chosen = options[Math.floor(Math.random() * options.length)];
    this.grid[idx] = new Set([chosen]);
    return chosen;
  }

  propagate(idx) {
    const stack = [idx];
    while (stack.length > 0) {
      const current = stack.pop();
      const x = current % this.w;
      const y = Math.floor(current / this.w);
      const currentTiles = this.grid[current];

      const neighbors = [
        { dx: 0, dy: -1, dir: 'up', opp: 'down' },
        { dx: 0, dy: 1, dir: 'down', opp: 'up' },
        { dx: -1, dy: 0, dir: 'left', opp: 'right' },
        { dx: 1, dy: 0, dir: 'right', opp: 'left' },
      ];

      for (const { dx, dy, dir } of neighbors) {
        const nx = x + dx, ny = y + dy;
        if (nx < 0 || nx >= this.w || ny < 0 || ny >= this.h) continue;
        const ni = ny * this.w + nx;
        const neighborPossible = this.grid[ni];
        const prevSize = neighborPossible.size;

        // Compute allowed tiles for neighbor
        const allowed = new Set();
        for (const t of currentTiles) {
          for (const a of (this.adj[t]?.[dir] || [])) {
            allowed.add(a);
          }
        }

        // Intersect
        for (const t of neighborPossible) {
          if (!allowed.has(t)) neighborPossible.delete(t);
        }

        if (neighborPossible.size < prevSize) {
          stack.push(ni);
        }
      }
    }
  }

  solve() {
    while (true) {
      const idx = this.findLowestEntropy();
      if (idx === -1) break; // all collapsed
      this.collapse(idx);
      this.propagate(idx);
    }
    return this.grid.map(s => [...s][0]);
  }
}

Terrain with Noise Octaves

function generateTerrain(width, height, options = {}) {
  const {
    octaves = 6,
    lacunarity = 2.0,
    gain = 0.5,
    scale = 0.005,
    exponent = 1.5,  // redistribution power
    seed = 'terrain',
  } = options;

  const prng = alea(seed);
  const noise = createNoise2D(prng);
  const data = new Float32Array(width * height);

  for (let y = 0; y < height; y++) {
    for (let x = 0; x < width; x++) {
      const nx = x * scale - 0.5;
      const ny = y * scale - 0.5;

      let e = 0, amplitude = 1, frequency = 1, maxAmp = 0;
      for (let i = 0; i < octaves; i++) {
        e += amplitude * noise(nx * frequency, ny * frequency);
        maxAmp += amplitude;
        frequency *= lacunarity;
        amplitude *= gain;
      }
      e = (e / maxAmp + 1) * 0.5; // normalize to 0..1
      e = Math.pow(e, exponent);   // redistribute

      data[y * width + x] = e;
    }
  }
  return data;
}

// Biome from elevation + moisture
function biome(e, m) {
  if (e < 0.1) return 'DEEP_WATER';
  if (e < 0.15) return 'WATER';
  if (e < 0.18) return 'BEACH';
  if (e > 0.8) {
    if (m < 0.2) return 'SCORCHED';
    if (m < 0.5) return 'BARE';
    return 'SNOW';
  }
  if (e > 0.6) {
    if (m < 0.33) return 'SHRUBLAND';
    return 'FOREST';
  }
  if (m < 0.16) return 'DESERT';
  if (m < 0.5) return 'GRASSLAND';
  return 'RAINFOREST';
}

Seamless Tiling (Cylindrical / Toroidal Noise)

// Wrap noise seamlessly by mapping to higher dimensions
function torusNoise(nx, ny, noise4D) {
  const TAU = Math.PI * 2;
  return noise4D(
    Math.cos(TAU * nx) / TAU,
    Math.sin(TAU * nx) / TAU,
    Math.cos(TAU * ny) / TAU,
    Math.sin(TAU * ny) / TAU
  );
}

// Scale output by sqrt(2) to compensate for 4D range narrowing

6. Color Theory for Generative Art

For CSS color, accessibility, design tokens, and gamut details, see color-ops.

OKLAB / OKLCH Conversion (JavaScript)

function linearSRGBToOklab(r, g, b) {
  const l = 0.4122214708*r + 0.5363325363*g + 0.0514459929*b;
  const m = 0.2119034982*r + 0.6806995451*g + 0.1073969566*b;
  const s = 0.0883024619*r + 0.2817188376*g + 0.6299787005*b;
  const l_ = Math.cbrt(l), m_ = Math.cbrt(m), s_ = Math.cbrt(s);
  return {
    L: 0.2104542553*l_ + 0.7936177850*m_ - 0.0040720468*s_,
    a: 1.9779984951*l_ - 2.4285922050*m_ + 0.4505937099*s_,
    b: 0.0259040371*l_ + 0.7827717662*m_ - 0.8086757660*s_,
  };
}

function oklabToLinearSRGB(L, a, b) {
  const l_ = L + 0.3963377774*a + 0.2158037573*b;
  const m_ = L - 0.1055613458*a - 0.0638541728*b;
  const s_ = L - 0.0894841775*a - 1.2914855480*b;
  return {
    r: +4.0767416621*l_**3 - 3.3077115913*m_**3 + 0.2309699292*s_**3,
    g: -1.2684380046*l_**3 + 2.6097574011*m_**3 - 0.3413193965*s_**3,
    b: -0.0041960863*l_**3 - 0.7034186147*m_**3 + 1.7076147010*s_**3,
  };
}

function oklabToOklch({ L, a, b }) {
  return { L, C: Math.hypot(a, b), h: Math.atan2(b, a) * 180 / Math.PI };
}

function oklchToOklab({ L, C, h }) {
  const rad = h * Math.PI / 180;
  return { L, a: C * Math.cos(rad), b: C * Math.sin(rad) };
}

OKLAB / OKLCH Conversion (GLSL)

vec3 linearSRGBToOklab(vec3 c) {
  vec3 lms = vec3(
    dot(c, vec3(0.4122214708, 0.5363325363, 0.0514459929)),
    dot(c, vec3(0.2119034982, 0.6806995451, 0.1073969566)),
    dot(c, vec3(0.0883024619, 0.2817188376, 0.6299787005))
  );
  lms = sign(lms) * pow(abs(lms), vec3(1.0/3.0));
  return vec3(
    dot(lms, vec3(0.2104542553, 0.7936177850, -0.0040720468)),
    dot(lms, vec3(1.9779984951, -2.4285922050, 0.4505937099)),
    dot(lms, vec3(0.0259040371, 0.7827717662, -0.8086757660))
  );
}

vec3 oklabToLinearSRGB(vec3 lab) {
  vec3 lms = vec3(
    lab.x + 0.3963377774*lab.y + 0.2158037573*lab.z,
    lab.x - 0.1055613458*lab.y - 0.0638541728*lab.z,
    lab.x - 0.0894841775*lab.y - 1.2914855480*lab.z
  );
  return vec3(
    dot(lms*lms*lms, vec3(4.0767416621, -3.3077115913, 0.2309699292)),
    dot(lms*lms*lms, vec3(-1.2684380046, 2.6097574011, -0.3413193965)),
    dot(lms*lms*lms, vec3(-0.0041960863, -0.7034186147, 1.7076147010))
  );
}

Palette Generation Algorithms

// Cosine palette (port of Inigo Quilez technique)
function cosinePalette(t, a, b, c, d) {
  return [
    a[0] + b[0] * Math.cos(Math.PI * 2 * (c[0] * t + d[0])),
    a[1] + b[1] * Math.cos(Math.PI * 2 * (c[1] * t + d[1])),
    a[2] + b[2] * Math.cos(Math.PI * 2 * (c[2] * t + d[2])),
  ];
}

// Presets (a, b, c, d)
const PALETTES = {
  rainbow:  [[0.5,0.5,0.5], [0.5,0.5,0.5], [1,1,1],       [0, 0.33, 0.67]],
  sunset:   [[0.5,0.5,0.5], [0.5,0.5,0.5], [1,1,1],       [0, 0.1, 0.2]],
  ocean:    [[0.5,0.5,0.5], [0.5,0.5,0.5], [1,1,0.5],     [0.8, 0.9, 0.3]],
  fire:     [[0.5,0.5,0.3], [0.5,0.5,0.3], [1,1,1],       [0, 0.1, 0.2]],
  electric: [[0.5,0.5,0.5], [0.5,0.5,0.5], [2,1,0],       [0.5, 0.2, 0.25]],
  forest:   [[0.5,0.5,0.5], [0.5,0.5,0.5], [1,0.7,0.4],   [0, 0.15, 0.2]],
};

// Usage: get color at position t (0..1) along palette
const [r, g, b] = cosinePalette(0.5, ...PALETTES.sunset);

OKLCH Palette Generation

// Perceptually uniform palette with fixed lightness
function oklchPalette(count, L = 0.7, C = 0.15, hueOffset = 0) {
  return Array.from({ length: count }, (_, i) => {
    const h = (hueOffset + (i / count) * 360) % 360;
    return { L, C, h };
  });
}

// Analogous palette (clustered hues)
function analogousPalette(baseHue, count = 5, spread = 30, L = 0.7, C = 0.15) {
  return Array.from({ length: count }, (_, i) => {
    const t = i / (count - 1) - 0.5; // -0.5 to 0.5
    return { L, C, h: (baseHue + t * spread + 360) % 360 };
  });
}

// Warm/cool palette
function warmCoolPalette(count = 6) {
  return Array.from({ length: count }, (_, i) => {
    const t = i / (count - 1);
    return {
      L: 0.5 + t * 0.3,
      C: 0.12 + Math.sin(t * Math.PI) * 0.06,
      h: 20 + t * 220,  // warm orange -> cool blue
    };
  });
}

Gradient Interpolation in Perceptual Space

// Interpolate in OKLAB (no hue discontinuity issues)
function lerpOklab(lab1, lab2, t) {
  return {
    L: lab1.L + (lab2.L - lab1.L) * t,
    a: lab1.a + (lab2.a - lab1.a) * t,
    b: lab1.b + (lab2.b - lab1.b) * t,
  };
}

// Interpolate in OKLCH with shortest hue path
function lerpOklch(lch1, lch2, t) {
  let dh = lch2.h - lch1.h;
  if (dh > 180) dh -= 360;
  if (dh < -180) dh += 360;

  return {
    L: lch1.L + (lch2.L - lch1.L) * t,
    C: lch1.C + (lch2.C - lch1.C) * t,
    h: (lch1.h + dh * t + 360) % 360,
  };
}

// Multi-stop gradient
function multiStopGradient(stops, t) {
  // stops: [{pos: 0, color: {L,C,h}}, {pos: 0.5, ...}, {pos: 1, ...}]
  if (t <= stops[0].pos) return stops[0].color;
  if (t >= stops[stops.length - 1].pos) return stops[stops.length - 1].color;

  for (let i = 0; i < stops.length - 1; i++) {
    if (t >= stops[i].pos && t <= stops[i + 1].pos) {
      const localT = (t - stops[i].pos) / (stops[i + 1].pos - stops[i].pos);
      return lerpOklch(stops[i].color, stops[i + 1].color, localT);
    }
  }
}

Color Cycling

// Smooth cycling through a palette
function cyclePalette(palette, t, speed = 1.0) {
  const idx = (t * speed) % palette.length;
  const i = Math.floor(idx);
  const frac = idx - i;
  const c1 = palette[i % palette.length];
  const c2 = palette[(i + 1) % palette.length];
  return lerpOklch(c1, c2, frac);
}

// Phase-shifted cycling (each element gets different phase)
function phasedColor(palette, t, elementIndex, phaseSpread = 0.1) {
  return cyclePalette(palette, t + elementIndex * phaseSpread);
}

Harmony Rules in OKLCH

function colorHarmonies(baseHue, L = 0.65, C = 0.15) {
  const h = baseHue;
  return {
    complementary:   [{ L, C, h }, { L, C, h: (h + 180) % 360 }],
    analogous:       [{ L, C, h: (h - 30 + 360) % 360 }, { L, C, h }, { L, C, h: (h + 30) % 360 }],
    triadic:         [{ L, C, h }, { L, C, h: (h + 120) % 360 }, { L, C, h: (h + 240) % 360 }],
    splitComplementary: [{ L, C, h }, { L, C, h: (h + 150) % 360 }, { L, C, h: (h + 210) % 360 }],
    tetradic:        [{ L, C, h }, { L, C, h: (h + 90) % 360 }, { L, C, h: (h + 180) % 360 }, { L, C, h: (h + 270) % 360 }],
  };
}

Quick Reference: Noise Algorithm Comparison

Algorithm Dimension Character Cost Use Case
Value noise Any Blocky, grid artifacts Cheap Quick prototypes
Perlin (gradient) Any Smooth, directional Medium Classic terrain, clouds
Simplex Any Smooth, isotropic Medium Default choice, fewer artifacts than Perlin
Worley (cellular) Any Cell-like, organic Expensive Stone, water, cells
FBM Any Fractal detail N * base Terrain, clouds, organic shapes
Ridged FBM Any Sharp mountain ridges N * base Mountains, lightning
Domain warping 2D+ Swirling, marble-like 3-9x base Marble, smoke, alien landscapes

Quick Reference: Libraries

Task Library Install
Noise simplex-noise npm install simplex-noise
Seeded random alea npm install alea
Voronoi/Delaunay d3-delaunay npm install d3-delaunay
3D engine three npm install three
2D canvas p5 npm install p5
Canvas export canvas-sketch npm install canvas-sketch
Video export ccapture.js npm install ccapture.js
SVG optimize svgo npm install -g svgo
Color culori npm install culori
Shader library LYGIA #include from lygia.xyz

See Also

  • color-ops - CSS color, accessibility, design tokens, palette scripts
  • javascript-ops - JS async patterns, modules, ES2024+ features
  • Book of Shaders - GLSL fundamentals
  • Shadertoy - Live shader playground
  • Inigo Quilez articles - SDF, noise, ray marching
  • LYGIA - Cross-platform shader library
  • Red Blob Games - Procedural generation algorithms
Related skills
Installs
1
GitHub Stars
17
First Seen
Apr 13, 2026