verve.gl — SSR

Bright emissive cubes above a smooth floor. SSR reconstructs view-space position from the G-buffer, reflects the view vector around the surface normal, and ray-marches a fixed 32-step loop in screen space, adding the reflection (modulated by strength × Schlick Fresnel) into the scene before bloom + tonemapping. Toggle SSR compares the reflective vs matte floor; Toggle View shows the raw scene+reflections target. GLOBAL SSR — material-aware reflections are deferred. WebGPU else WebGL2.

Reflective floor — screen-space reflections