High-load performance
Pages built to saturate the renderer: a raymarched WebGL shader benchmark and a Cesium globe under entity load. Each variant ships a frame profiler and serves its workload spec at its `.json` representation.
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WebGL raymarched shadows (GPU-bound)
Two-pass fragment shader benchmark adapted from Shadertoy XsK3RR: per-light 1D distance-field shadow maps raymarched into a texture, then composited. Profile the frame pacing — and hit the shader-drawn beacons while the run is saturating the GPU.
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Cesium globe under entity load (CPU+GPU)
A CesiumJS globe spinning under thousands of point, polyline and label entities. Profile frame time, dropped frames and main-thread long tasks — and pick the beacon entities out of the crowd while the run is in flight.