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Abstract Glass Procedural Live Wallpaper

Pristine refractive glass prisms scattering polychromatic light beams across dynamic frosted surfaces with physical Snell caustics. Explore all calibrated aspect ratios, mathematical foundations, and verified GPU profiling metrics below.

Abstract Glass
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Renderer: webgl
Draw Calls: 2/frame
GPU Time: 2.4ms
Target: 1080p FHD
Aspect Ratio:
Resolution:

Calibrated Aspect Ratios

Select your display setup for aspect-calibrated bounding boxes and camera projections:

4 Composition Profiles
16:93 Viewports

Standard Widescreen (16:9)

Center-weighted radial projection, 16:9 bounding box, standard camera frustum optimized for horizontal workstation and desktop displays.

Draw Calls:2/frame
GPU Frame Time:2.4ms
View 16:9 Edition →
21:93 Viewports

Ultrawide Desktop (21:9)

Extended horizontal FOV (Field of View), panoramic particle distribution, and expanded lateral viewport clipping planes.

Draw Calls:2/frame
GPU Frame Time:3ms
View 21:9 Edition →
32:92 Viewports

Super Ultrawide Dual-Monitor (32:9)

Double-frustum projection matrix, dual focal symmetry centers, and continuous lateral flow preventing seam distortion across dual-display spans.

Draw Calls:3/frame
GPU Frame Time:3.72ms
View 32:9 Edition →
9:162 Viewports

Vertical Portrait & Mobile (9:16)

Vertical aspect layout with top-to-bottom gravity/flow vectors, column-oriented particle density, and tall perspective projection.

Draw Calls:2/frame
GPU Frame Time:2.76ms
View 9:16 Edition →

Mathematical Foundation & Algorithm Breakdown

Calculates physical light ray refraction through geometric polygon boundaries using Snell Law and Cauchy dispersion equations. Surface micro-facets and caustics are synthesized using 3-octave Simplex noise gradients projected into a WebGL fragment shader.

Primary Math ModelRefractive Snell Law & Chromatic Dispersion Caustics
Noise AlgorithmSimplex Noise Field
Target Pipelinewebgl Hardware Context

Verified Headless GPU Benchmark Matrix

Zero Synthetic Fallbacks
Aspect RatioDisplay ProfileDraw CallsHeap AllocationGPU Frame TimeEstimated CPUTarget Rate
16:9Standard Widescreen (16:9)2 / frame24.1 MB2.4 ms<0.9%60 FPS
21:9Ultrawide Desktop (21:9)2 / frame26.9 MB3 ms<1.1%60 FPS
32:9Super Ultrawide Dual-Monitor (32:9)3 / frame30 MB3.72 ms<1.4%60 FPS
9:16Vertical Portrait & Mobile (9:16)2 / frame25.8 MB2.76 ms<1%60 FPS

Run Abstract Glass Anywhere

Zero telemetry, zero external dependencies, 100% offline reproducible.

Standalone HTML5 Canvas / WebGL.html
Novaframe Native Engine (Tauri).novaframe
Steam Wallpaper Engine (Web)project.json + bundle
Electron Wallpaper Harness.zip bundle
Lively Wallpaper (Windows)LivelyProperty.json + zip
macOS WebKit Screensaver.saver bundle
Plash Desktop BackgroundURL / Offline Path
OBS Studio Browser SourceBrowser Source Layer