# Attribution, licences and thanks ## Attribution Listed below is every third-party part built into danielbrech.com: where it comes from, what it does here, and the licence text that travels with it. ### `cloud.png` - Source: https://github.com/dgreenheck/webgpu-galaxy, `public/cloud.png` - Upstream file revision: `cb09ee0f404644abb522c2f9cf81518f4a6c7b1d` - Local SHA-256: `010e8f046fbf1e5b3bda3e7e454c71155a4e3a71048876358928c4028a375f0d` - Author: Daniel Greenheck (`dgreenheck`) - License: MIT - Use here: one soft shape, shared by every speck of dust in our universe — the fine grain you fly through, the far veils that give the void its depth, and the golden haze that lets the sun be felt long before you reach it. Thousands of particles are drawn from this single image — thanks to Daniel Greenheck. Copyright (c) 2025 dgreenheck Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ### `three` (Three.js) - Source: https://github.com/mrdoob/three.js (npm package `three`) - Version: `0.184.0` - Author: three.js authors - License: MIT - Use here: the engine this whole universe runs on — renderer, camera, geometry, materials, light. Every frame you see passes through it, and that an experience of this size fits into a single web page is to its credit — thanks to the three.js community. Copyright © 2010-2026 three.js authors Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ### `github-markdown-css` - Source: https://github.com/sindresorhus/github-markdown-css - Version: `5.9.0`, the variant that carries both the light and the dark theme - Author: Sindre Sorhus - License: MIT - Use here: the look of the page at `danielbrech.com/daniel-md`. That page is a homage to a GitHub README, and this stylesheet is what makes it read like one: Sindre Sorhus keeps the GitHub Markdown style available as a standalone file that works far away from GitHub. We use it as it came and put only our own colours on top — thanks to Sindre Sorhus. Copyright (c) Sindre Sorhus (https://sindresorhus.com) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ### `Hash without Sine` - Source: https://www.shadertoy.com/view/4djSRW, the shader's `Common` tab - Adapted here: `hash33` and `hash13`, taken near-verbatim — one constant changed, and in one of the two places the pair combined into a single function - Author: David Hoskins - License: MIT - Use here: the surface shaders of the two celestial bodies. Every irregularity you see up close rests on a hash function — the placement of the cells across one surface, of the pores across the other. His work is what makes that randomness dependable: the widespread sine-based hash returns slightly different values on different graphics hardware, so a surface built on it is not the same surface on the next machine. This one is — thanks to David Hoskins. Copyright (c)2014 David Hoskins. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --- ## Thanks Nothing in this second part is required by a licence, and no code of theirs is in this page. These are places where someone explained something well, and we understood it better afterwards. They are named because the help was real, and because good work should be easy to trace back. ### Paper Shaders - Source: https://github.com/paper-design/shaders - By: Paper — Lost Coast Labs - Learned here: how the monoliths got their skin. Their work showed us what happens when you let a flow bend a pattern instead of drawing the pattern itself — the banded, wind-carved surface you see up close on the tall stones grew out of that idea. Thanks to the Paper team. ### Inigo Quilez, domain warping - Source: https://iquilezles.org/articles/warp/ - By: Inigo Quilez - Learned here: the move behind the monolith surfaces. Bend the coordinates with noise before you read the pattern, and a straight band turns into weathered rock. Thanks to Inigo Quilez. ### Lee Stemkoski, Three.js shader demos - Source: https://stemkoski.github.io/Three.js/Shader-Glow.html - By: Lee Stemkoski - Learned here: the glow around the shoots and pods on one of the two bodies. His demo takes a single idea — a surface facing away from you shines brighter at its edge — and makes it small enough to grasp in one sitting. Thanks to Lee Stemkoski.