Voidulator
By Olle Bjerkås
2026
CLICK ANYWHERE TO ENTER
Initializing Voidulator...

⚠️ WebGL2 Required

Your browser or device doesn't support WebGL2, which is required for Voidulator to run.

Try using a modern browser like Chrome, Firefox, Edge, or Safari on a desktop or recent mobile device.

1 / 5
F = exit fullscreen · U = toggle UI · N = next scene
🌙 Screensaver Mode

Voidulator

1
0.1000
Room
Colors
Drag swatches to reorder layers.
Per-beam Rotation
Beam Material
Master for all beams. Opacity = transparency; Absorption = haze fade along the path; Hue drift = colour gradient along the path, scaled to the room's size.
Per-beam trim
Pick a beam above, then trim its Opacity (×), Absorption (×) and Hue drift (+, added to master). New beams start neutral.
Beam glow
Edge softness/intensity/shape shape the fade at the beam's sides; Tint colours that fade instead of just dimming it. Core width/intensity add an independent bright whitened centreline — a laser's hot core inside a softer glow.
Segments
1 / 8
1 segment = a solid beam. Add segments to slice the beam into a repeating cycle; click one to edit its colour, opacity, width & softness. A hole is just a segment at 0 opacity. Drift gives a segment its own speed/length so it slides free of the others.
Beam Shapes
Click labels to reset. Flow: left=in, right=out.
Rings
1
Expanding rings from their own emitters (teal dots). Lifetime counts wall bounces: 1 = first wall hit, 2 = second. Range sliders pick a random value between the two markers.
Wave Field
1
2
A real wave-equation simulation inside the room. Emitters are wave sources; click the stage to drop a ripple. Reflecting walls give resonances — try the ellipse with a source on a focus. Inspired by Nils Berglund's simulations.
Generative
A gallery of original fullscreen shaders standing in for beams/rings — no room geometry involved. Works with Glow and Kaleidoscope like every other mode.
Particles
Drag the spawn marker in the room to move it. Click anywhere in the room to drop a burst there instead.
Pick a colour, then Drop or turn on continuous spawn — new particles use whichever group is selected here, so you can build up a pattern one colour at a time.
Trails
1x
6
Length: trail duration. Smoothness: re-traces fast rotation several times per frame so it leaves a continuous gradient instead of stepped copies -- costs more GPU the higher it goes, 1x is free. Style: Full is today's solid trail; Edge/Core only feed a thin line into the trail for a light-streak look (only affects the trail, not the room's normal render). Hue shift/Saturation: total change a trail pixel builds up over its whole lifetime, however long Length makes that -- 360 hue = one full revolution by the time it fades out; Saturation -1..+1 fades toward gray or toward neon. Feedback zoom/spin/drift re-sample the trail each frame to build tunnels, spirals and wind-blown streaks. Beat echo (needs Beat Detection on) briefly freezes the trail on each beat for a rhythmic ghost. Walls: Off lets zoom/spin/drift smear trails past the walls (most visible with Kaleidoscope); Clip stops it dead at the wall; Reflect bounces it back like beams do. Filtering: Smooth re-blends sub-pixel detail each frame (feeds the interference patterns thin slow beams make); Crisp keeps pixels exact. Cutoff: lower keeps faint layers alive longer.
Glow
Real laser glow — bright beams bleed light like through haze. Threshold: how bright a pixel must be to bloom.
Scenes
Minutes per scene in screensaver mode (🌙 button).
File Presets