One of the latest experiments with WebGL…
This WebGL-program does not do any typical lighting calculations for the surface-shading, but instead uses spherical environment-mapping. This variation of environment-mapping is often being used in 3D-applications like blender, Modo, Zbrush etc. to allow very fast shading of the edited scene/object. This technique is beneficial for investigating the surface-features and overall shape quickly, without having to trigger the lighting-simulation offered by a ray-tracer, since it fakes the specular term in a convincing way.
In order to get away a bit from the typical stale look of such real-time visuals, I have also added a post-processing screen-space fragment-shader doing a warm color tint, a subtle vignette and gamma-correction.
On top of it all, WebGL (1.0 not 2.0 yet) is so well supported on all platforms, browsers and OSes, that this runs just everywhere… well not yet on your toaster, but still 🙂