Peaks shaders — Sphere
The same spikes wrapped onto an ellipsoid — a noisy sea urchin, tens of thousands of points drawn in one pass.
The CPU original placed meridians × parallels points on an ellipsoid and stacked layers of them outward along each spike: tens of thousands of draw calls per frame, with the noise and the colour rebuilt per point every time.
Here the grid is uploaded once as a static instance buffer and the vertex shader rebuilds every point on the GPU — the same surface-noise spike length, the same outward displacement, the same per-layer weight and hue. Identical output, one draw call, and a frame budget that leaves room to make the thing move.






