Stacked Dual-Handle Range Slider [CSS + JS]

Precise interval control.
Multi-layer range selection. Syncs DOM state via CSS variables for hardware-accelerated feedback. Zero layout shifts.
Source code: https://freefrontend.com/code/stacked-dual-handle-range-slider-2026-03-23/

#webdesign #webdevelopment #css #javascript #ui

Announcing TypeScript 6.0

0 comments

Lobsters

No-build, no-NPM, SSR-first JavaScript framework if you hate React, love HTML

https://qitejs.qount25.dev

#javascript #react

Skeuomorphic Retro Casio F-91W Watch [HTML + CSS + JS]

Precision in pixels.
Native CSS for physical casing. JS syncs system RTC. No heavy assets. Pure structural nostalgia.
Source: https://freefrontend.com/code/skeuomorphic-retro-casio-f-91w-watch-2026-03-23/

#webdesign #webdevelopment #css #javascript #ui

PixiJS Procedural GLSL Flame [PixiJS + GLSL]

Pure calculation.
Procedural fire rendered via GPU shaders. Zero CPU overhead. Mathematical entropy.
Source: https://freefrontend.com/code/pixijs-procedural-glsl-flame-2026-03-23/

#webdesign #webdevelopment #css #javascript #ui

×

I've not being able to do shaders recently because I've been kind of... obsessed with how my library should behave on the JS side. Obsessed in a way of making it easy for the user to set buffers.

Maybe I'm going a bit overboard but all these options are valid in my library.

They will create a constant interpolated by default, and if override is true it will add them directly to the pipeline (as god intended) and you can set them per ShaderStage if you like

#webgpu #javascript #webdev

and of course if you set the override to true, you have to add it manually with override in the specific shader, in this case the COMPUTE since that's the stage selected.

WIDTH and HEIGHT are interpolated in the shader string.