Every pixel runs its own program
Fragment shaders execute GLSL per-pixel on the GPU — no textures, no sprites, just pure algebraic expression evaluated in parallel.
Signed distances create form from equations
SDF spheres and torus-knots are raymarched from distance-field functions — geometry defined by math, never meshed polygons.
Iridescence is physics, not a filter
The oil-slick rainbow is the Fresnel effect — thin-film interference computed from viewing angle and surface normals in real time.
Bloom emerges when color exceeds one
HDR values past 1.0 bleed light into adjacent fragments — glow is an artifact of intensity, not a post-process overlay.