05 / 25·Shaders

TERRA

Cartography studio. One mountain, drawn three ways by one shader.

TERRA homepage — full preview

About the work

A map-maker's site built on a single GLSL terrain. The same fBm mountain renders as contour lines, hypsometric tints and hillshade — and scroll morphs between the three cartographic languages without swapping a single asset.

How it was made

The shader was the whole gamble: contour, tint and shade had to come from one height function or the morphs would lie. Iteration went to anti-aliasing the isolines with screen-space derivatives and keeping the header legible over any of the three modes.

Like every work in the exhibition, it passed three full iteration passes — a visual critique, a deepening pass, and a QA pass at 390px with reduced motion and zero console errors — and documents itself in its own build guide.

Key features

  • fBm terrain evaluated in-fragment with anti-aliased isolines
  • Three render modes blended by one uniform as you scroll
  • fwidth-based contour lines that stay crisp at any zoom
  • Map furniture — neatline, graticule, compass rose — as UI

Technology

  • GLSL
  • three.js
  • fBm noise
  • GSAP ScrollTrigger

In its own light

TERRA — desktop homepage
Desktop · 1440
TERRA — mobile view
Mobile · 390
TERRA — build guide page
The /guide route — how the work explains itself