COMPONENTS
FireText
Custom GLSL shader that renders text as living fire. Words burn into existence, flicker, and dissolve into ash.
LIVE PLAYGROUND
FIRE
CONTROLS
HOW IT WORKS
Text is rendered to an offscreen canvas at high resolution
Canvas becomes a texture fed to a custom fragment shader
Shader applies Perlin noise displacement, color ramp (red → orange → gold → white), and alpha erosion
Time uniform drives animation — flames lick upward, edges flicker, embers detach
Dissolve mode: text erodes from edges inward, particles carry letter fragments into void
PROPS
| Prop | Type | Description |
|---|---|---|
| text | string | The text to render as fire |
| intensity | number | Flame height and turbulence (0.0-2.0) |
| mode | string | burn-in, steady, dissolve |
| colorRamp | string[] | Fire spectrum override |
| spatialPosition | Vector3 | 3D position for WebXR spatial placement |
USAGE IN EXPERIENCES
Douglass Scene 5
burn-in → steady"FIRE"
Ground cracks, word erupts upward. 10,000 particles burst simultaneously.
Douglass Scene 6
burn-in (staggered per word)"YOUR CELEBRATION IS A SHAM"
Each accusation erupts at a different spatial position around the viewer. Spatial audio matches position.
Obelisk Phase 2
steady (low intensity)Hieroglyphic translations
Gold fire, subdued. More glow than flame. Text hovers near stone surface.