Ground fog that behaves like a fluid. WASD or the arrows roll the glowing ball through it, space jumps, and T shows the fluid underneath. The ball pushes the fog aside, the air keeps moving when it stops, it flows round the pillars, and a landing blasts it outward and lifts it. Left alone, the ball drives itself. V, or the button at the top right, switches views: the fog, its sheets in wireframe (they never move: all the motion is in the shader), and the fluid as a mesh of lines whose points follow the air.
The fog is 48 see-through sheets stacked from the floor up, sharing one mesh3d material written for both cards. Each one reads a 3D noise at its height and turns density into alpha, so together they add up the volume as a raymarch would, and the pillars hide it through the engine's own depth test. How it moves is a 96 by 96 fluid simulated on the CPU, in steps of exactly 1/60 (step: 60): it reaches the shader as two pictures from createPixels, refreshed each frame with updatePixelTexture and read as maps, and the shader reads its noise where the air carried it, so the wisps travel with the flow.