
VerkLabs is a browser-based platform for creating real-time, reactive 3D scenes using a node graph and timeline-based Runsheet. It lets users paste in Shadertoy code that runs unmodified, then extend it with audio reactivity, camera moves, and live input from a webcam or microphone. The tool is designed for VJs, generative artists, and creative coders who want to build complete pieces with a beginning, middle, and end.
Funding
Funding not disclosed
Founders
Product
Problem
Most browser-based shader tools are limited to a single endless loop, making it difficult to build structured, time-based pieces with a clear narrative arc. Additionally, these tools often lack support for audio analysis, live input, and multi-element scenes, forcing creators to use complex desktop software or write extensive custom code.
Solution
VerkLabs provides a browser-based platform that combines a node graph with a timeline-driven Runsheet, enabling users to sequence camera moves, audio tracks, parameter automation, and text overlays in sync with markers and BPM. The platform supports direct pasting of Shadertoy code, which is automatically wired into the node graph, and extends it with features like particles, extra objects, and audio reactivity. It includes full-resolution spectrum and waveform analysis, live microphone input, and ISO-standard octave-band frequency splitting, all feeding directly into the node graph. Users can also connect live camera, microphone, and hand gestures to their scenes, making it a comprehensive tool for real-time reactive graphics.
Target Audience
Primary users are VJs, generative artists, motion designers, educators, and creative coders who want to build and share real-time, reactive 3D scenes in the browser.
Features
- Timeline-based Runsheet for sequencing scenes with camera moves, audio tracks, and parameter automation, unlike single-loop shader tools
- Direct Shadertoy paste-in support with automatic wiring of iTime, iResolution, iMouse, and iChannel audio, so most code runs unmodified
- Full-resolution spectrum and waveform textures, live microphone input, and ISO-standard octave-band frequency splitting for precise audio reactivity
- Live input integration for camera, microphone, and hand gestures, wired directly into the node graph
- Node-based visual programming interface that extends fragment shaders with particles, extra objects, and camera motion