Skip to content // StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
VM About
Vanja Modrinjak I design and build interfaces and systems. Full stack when needed, frontend by preference. I care about the details most people skip — the easing curve, the loading state, the thing that happens when you hit the edge case.
Based in Croatia. Working with teams and clients across Europe. Currently open to new projects.
Capabilities / 05
01 Frontend Engineering
React / Next.js TypeScript GSAP / Motion Three.js / WebGL Tailwind CSS
02 Systems & Rust
Rust — Axum, Tokio GPU-accelerated tools Broadcast QC (EBU R128) Zero-alloc streaming Terminal-native apps
03 Backend & Data
Node.js PostgreSQL / Convex SQLite / Redis Streams REST / GraphQL / Axum Sanity CMS
04 Media & Cinema
FFmpeg pipelines Loudness analysis HLS / video playout Cinematography Color & framing
05 Design & Direction
UI/UX Design Motion design Design systems Editorial layout Creative direction
Experience
2023 — Freelance Design Engineer
Independent — Remote
Designing and building web products, interactive experiences, and design systems for clients across Europe. Full ownership from concept to deployment.
2021 — 23 Frontend Developer
Agency Work — Croatia
Built production web applications, component libraries, and client-facing interfaces. Collaborated closely with design and backend teams on tight deadlines.
2019 — 21 Cinematographer & Editor
Film & Commercial — Croatia
Shot and edited commercial and narrative projects. Learned composition, pacing, and visual storytelling — skills that carry directly into interface design.
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