HOLO.SYS is a premium, high-performance interactive 3D holographic rendering engine built for the modern web. It merges cutting-edge React architecture with the raw power of Three.js WebGL, crafted with handwritten GLSL shaders to deliver a cinematic, cyberpunk-inspired visual experience directly in the browser.
This project is not just a demo โ it is a production-ready visualization framework with a clean, modular, and scalable React codebase. Every visual element has been engineered with precision: from the glitch-displacement vertex shader to the fresnel rim glow in the fragment shader.
"The future is holographic. Build it in the browser."
https://holographic-threejs.vercel.app/
Explore the complete development journey, rendering architecture, shader engineering and performance optimization behind HOLO.SYS across multiple platforms.
-
Substack โ Building HOLO.SYS โ A Futuristic 3D Holographic Visualization System
-
Dev.to โ HOLO.SYS Technical Breakdown
-
CoderLegion โ Building HOLO.SYS Futuristic Visualization System
|
Handwritten vertex and fragment shaders that produce:
Multi-layered glitch engine with:
|
GSAP-powered sweep transitions:
Cyberpunk UI built into the React component:
|
|
Using lil-gui panel:
|
|
holographic-shader-react/
โ
โโโ ๐ public/
โ โโโ index.html โ HTML entry point
โ
โโโ ๐ src/
โ โ
โ โโโ ๐ components/
โ โ โโโ ๐ HologramScene/
โ โ โโโ HologramScene.jsx โ 3D Canvas + Cyberpunk HUD Overlay
โ โ โโโ index.js โ Barrel export
โ โ
โ โโโ ๐ shaders/
โ โ โโโ vertexShader.glsl.js โ Glitch + Displacement Shader
โ โ โโโ fragmentShader.glsl.js โ Scanlines + Fresnel + Masking
โ โ
โ โโโ ๐ hooks/
โ โ โโโ useHologram.js โ All Three.js scene logic
โ โ
โ โโโ ๐ utils/
โ โ โโโ threeHelpers.js โ Factory functions (renderer, lights, etc.)
โ โ
โ โโโ ๐ constants/
โ โ โโโ params.js โ Centralized config & defaults
โ โ
โ โโโ ๐ styles/
โ โ โโโ globalStyles.js โ CSS-in-JS global styles
โ โ
โ โโโ App.js โ Root component
โ โโโ index.js โ React DOM entry point
โ
โโโ .gitignore
โโโ package.json
โโโ README.md
| Technology | Version | Purpose |
|---|---|---|
| React | 18.2 | UI framework, component lifecycle, hooks |
| Three.js | r160 | WebGL abstraction, 3D scene & meshes |
| GLSL ES | 3.0 | Custom vertex & fragment shader programs |
| GSAP | 3.12 | High-performance animation & transitions |
| lil-gui | 0.19 | Floating control panel for live tweaking |
| OrbitControls | r160 | Interactive camera rotation, zoom, pan |
| WebGL | 2.0 | GPU-accelerated 3D rendering in browser |
Make sure you have the following installed:
- โ Node.js v16 or higher
- โ npm v8+ or yarn v1.22+
- โ A modern browser with WebGL 2.0 support (Chrome, Firefox, Edge)
1. Clone the repository:
git clone https://github.com/YasirAwan4831/holographic-shader-react.git
cd holographic-shader-react2. Install all dependencies:
npm install
# or
yarn install3. Start the development server:
npm start
# or
yarn start4. Open in your browser:
http://localhost:3000
The app will automatically reload whenever you save a file.
npm run build
# or
yarn buildThe optimized production build will be generated in the /build folder, ready to deploy on Vercel, Netlify, or GitHub Pages.
| Action | Input |
|---|---|
| ๐ Rotate Camera | Left click + Drag |
| ๐ Zoom In / Out | Scroll wheel |
| โ Pan Camera | Right click + Drag |
| ๐จ Change Colors | Top-right GUI Panel |
| ๐ก Adjust Lighting | Top-right GUI Panel |
Open the top-right control panel in the app to adjust in real-time:
| Control | Description |
|---|---|
| ๐จ Hologram Color | Change the hologram shader tint (default: #00d5ff) |
| ๐๏ธ Stage Color | Change the platform / pedestal color |
| โ๏ธ Ambient Light | Adjust the ambient scene light color |
| ๐ก Directional Light | Adjust the key directional light color |
The vertex shader controls glitch displacement in 3D space:
// Base glitch using time-based sine wave
float glitchStrength = sin(glitchTime) * sin(glitchTime * 3.45) + sin(glitchTime * 8.76);
glitchStrength = smoothstep(0.5, 1.0, glitchStrength) * 2.0;
// Random X/Z axis displacement
modelPosition.x += (random(modelPosition.xz + uTime) - 0.5) * glitchStrength;
modelPosition.z += (random(modelPosition.xz + uTime) - 0.5) * glitchStrength;The fragment shader renders the holographic visual effect:
// Scanline pattern
float density = pow(mod(offset * 20.0, 1.0), 3.0);
// Fresnel rim glow based on view angle
float fresnel = pow(1.0 - abs(dot(normalize(vNormal), viewDirection)), 2.0);
// Combined holographic output
float holographic = density * fresnel + fresnel * 1.25;
gl_FragColor = vec4(uColor, holographic * falloff);{
"react": "^18.2.0",
"react-dom": "^18.2.0",
"three": "^0.160.0",
"gsap": "^3.12.4",
"lil-gui": "^0.19.2"
}- ๐ธ Add post-processing bloom effect for intense neon glow
- ๐ต Audio-reactive glitch effects using Web Audio API
- ๐งฌ Support for custom GLTF / GLB 3D model loading
- ๐ฑ Optimize touch controls for mobile devices
- ๐ Add WebXR support for VR/AR hologram viewing
- ๐ญ Add more geometric shapes (Klein Bottle, Mobius Strip, etc.)
- ๐พ Save & share color presets via URL parameters
- โก Add Suspense-based lazy loading for 3D assets
MIT License โ Copyright (c) 2026 Muhammad Yasir Awan
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files, to deal in the Software
without restriction, including without limitation the rights to use, copy,
modify, merge, publish, distribute, sublicense and/or sell copies of the
Software.