Tens of thousands of glowing particles on a Fibonacci sphere, with a fraction peeling off into drifting orbits. All motion runs in a WGSL vertex shader.
Particles are laid out once on a Fibonacci sphere and uploaded to the GPU; every bit of motion after that happens in a WGSL vertex shader. Each particle's index decides whether it stays in the core or joins the orbiting shell, and its individual speed, drift, size and twinkle are all derived from that same index — so there's no per-frame CPU work besides a single uniform write. Particles are drawn as instanced, camera-facing sprites with additive blending, so dense regions bloom into light. It's also the animated background on this site's home page.
Highlights
Up to 150,000 instanced particles, rebuilt live when the count changes
Orbit bias, core size, orbit size, speed, drift and particle size all adjustable in real time
Drag to orbit, scroll to zoom, re-roll for a new palette