← Mikael Ishhanian
8 Jul 2026
Building this site
A one-page landing that grew a life of its own: the background is a single custom GLSL fragment shader — Gaussian metaballs (or raymarched platonic solids, if you catch it in the right mood) quantized through ordered dithering, with a color system that draws a fresh OKLCH palette on every load.
Some things I learned along the way:
- Perceptually uniform color spaces make randomness safe: equidistant lightness in OKLCH means no palette ever looks accidentally muddy.
- The cheapest place to compute something is once per frame on the CPU, not once per pixel on the GPU.
- Dithering hides a multitude of sins — hard raymarch edges read as intentional when everything is chunky pixels anyway.
The full credits live in the colophon.