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Loupe

Real bokeh math for the hero, a real pixel-level grade for the pitch. A persistent hand-written WebGL2 depth-of-field scene computes an actual per-object circle-of-confusion value every frame to drive bokeh radius and edge blur, running on a 4-tier capability ladder with a runtime FPS watchdog. A real canvas-based color-grade tool applies genuine lift/gamma/gain, saturation, and vignette matrix math to live pixel data, alongside a scroll-scrubbed film-strip gallery and Project, Crew, and Service custom post types — zero third-party JS.

loupe.kilnwp.com LIVE
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Overview

A boutique cinematography and post-production studio theme, headlined by two genuinely technical, genre-authentic signature features rather than a generic shader-background hero. The persistent, site-wide WebGL2 depth-of-field scene renders real circle-of-confusion bokeh — foreground “practical light” discs and depth-sorted set-piece silhouettes (tripod, monitor, C-stand and flag, camera body) — with a per-object CoC calculation (coc = clamp(abs(objectDepth – focalDepth) * aperture, 0, maxCoC)) driving both disc radius and per-pixel edge blur in the fragment shader; the focal plane racks smoothly with scroll and pointer position exactly like a focus puller pulling focus, never a CSS blur() filter standing in for the real thing. The commercial spine is a real canvas-based color-grade before/after tool: genuine per-pixel lift/gamma/gain plus saturation and vignette matrix math run against live ImageData on two fully, independently rendered canvases, with the drag handle only moving a CSS clip-path mask — exactly how a real editing-suite split-screen compare tool works, not an opacity crossfade between two pre-baked images. A scroll-scrubbed film-strip reel gallery, three cross-referenced custom post types (Projects, Crew, Services) organized by a Format taxonomy (Feature Film, Commercial, Music Video, Documentary), and a real nonce-verified, honeypot-protected AJAX project-inquiry intake round out a working studio site. Screening-room graphite, tungsten amber, and tally-light red, on self-hosted Antonio, Schibsted Grotesk, and Roboto Mono.

Persistent site-wide WebGL2 depth-of-field scene (hand-written GLSL, no Three.js) computing a real per-object circle-of-confusion value every frame -- coc = clamp(abs(objectDepth - focalDepth) * aperture, 0, maxCoC) -- driving bokeh disc radius and silhouette edge blur, with a 4-tier cinematic/standard/lite/static capability ladder and a runtime FPS watchdog Real canvas-based color-grade before/after tool applying per-pixel lift/gamma/gain + saturation + vignette matrix math against live ImageData on two fully rendered canvases, compare handle driven by a CSS clip-path mask only Vanilla Canvas2D scroll-scrubbed film-strip reel gallery Project + Crew + Service Custom Post Types cross-referenced by a Format taxonomy Nonce-verified, honeypot-protected AJAX project-inquiry lead capture Zero third-party JS libraries -- all vanilla WebGL2/Canvas2D

What's included

  • Full theme source — every template, style sheet & script
  • One-click demo importer (idempotent, no page builder)
  • Live Customizer controls for copy, colours & content
  • Translation-ready .pot file + RTL stylesheet
  • HTML documentation + a CHANGELOG file
  • Lifetime updates + 6 months support (renewable)

Specifications

WordPress5.6 – 7.0
PHP8.0 – 8.3
BrowsersChrome, Firefox, Safari, Edge (latest)
LayoutFully responsive, mobile → desktop
LocalizationTranslation-ready · RTL included
AccessibilityKeyboard-navigable · prefers-reduced-motion
Page builderNot required — native Customizer
LicenseGNU GPL v2 · single-site commercial

Release

v1.0.0 Real bokeh math for the hero, a real pixel-level grade for the pitch. A persistent hand-written WebGL2 depth-of-field scene computes an actual per-object circle-of-confusion value every frame to drive bokeh radius and edge blur, running on a 4-tier capability ladder with a runtime FPS watchdog. A real canvas-based color-grade tool applies genuine lift/gamma/gain, saturation, and vignette matrix math to live pixel data, alongside a scroll-scrubbed film-strip gallery and Project, Crew, and Service custom post types — zero third-party JS.

The complete, dated version history ships in the theme’s CHANGELOG file. Every purchase includes lifetime access to future updates.

Chatoyance Featured

A one-of-a-kind jewelry maison storefront: a real Three.js/WebGL2 gem viewer lets shoppers drag-orbit each piece, swap between 18K gold, rose gold, platinum and blackened metal in real time, and read live facet-angle, refractive-index, critical-angle and fire-frequency numbers off an on-canvas HUD as the stone turns. A browsing-history-driven style curator recommends pieces from the visitor's own session, computed entirely client-side with no dependency on any external AI service. Runs as a compiled React/Vite storefront embedded inside a classic WordPress theme, with a custom "Luxury Products" catalogue (no WooCommerce dependency).

Craft Dark
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Aureole

Aureole

79

A persistent WebGL2 light field built on Schlick's Fresnel approximation and diamond's real per-wavelength dispersion, a Gem Physics comparator on real mineralogical constants, and Web Audio synthesis driven by each piece's real beat frequency and bell-partial ratios.

Dark Luxury
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AETHERIA

The background is the product. A real WebGL2 particle field runs behind the whole site, five simulations deep, with its live state reported in the rail rather than claimed in the copy. It's a genuine WebGL2 transform-feedback particle integration with a ping-ponged trail buffer, sharing one engine across five simulations on a classic no-build-step PHP theme with zero third-party JavaScript. Case studies, capabilities, recognition, and testimonials run as real post types, backed by a working AJAX inquiry endpoint that actually stores and notifies — built for creative and design agencies.

agency creative
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