Skip to content
Fourthwall

Graphics Engineer (WebGL / Shaders)

Fourthwall Show all offers
Remote (Poland / EU)
Expires Oct 2, 2026
16 days ago

In short

Fourthwall seeks a Graphics Engineer (WebGL/Shaders) for remote work (Poland/EU). Owns the rendering layer, writes GLSL shaders, and handles image processing pipelines. Requires TypeScript, Three.js/WebGL, and image debugging skills.

AI-written summary based on the listing content.

About the Role Team: Product Designer / Product Renderer Stack: TypeScript, WebGL, GLSL, Three.js Location: Remote (Poland / EU) Creators design their merch in our Product Designer. Everything they see while doing it — how a print technique looks, how a garment recolors, whether the preview still runs at 60 fps on a laptop with integrated graphics — comes out of the rendering layer. That layer is what you would own. You will not be handed a black box to maintain. You will write the shaders, decide the pass structure, and be the person who knows why a frame costs what it costs. What you’ll work on Shader pipeline and compositing Writing and maintaining GLSL fragment shaders for specific print techniques A layer stack much like a graphics editor’s: product mockup, user artwork, gloss / overlay Compositing with premultiplied alpha (source-over), clipping to the printable region, packed RGB masks Product colorway recolor (HSL / luma) that preserves the shadows, folds and fabric texture of the mockup photo GPU image processing Passes that process user artwork before it lands on the product: blur, Sobel, normal / bump maps, signed distance fields Technique effects: engraving relief, die-cut outline and shadow, embroidery “threads”, gloss on print Multi-pass algorithms (Jump Flood / distance fields) and their contract with the final shader Performance and GPU resources VRAM budget: reusing render targets and shader programs, LRU cache of product instances, disposing textures Compositing resolution vs. export resolution — without degrading quality or leaking memory WebGL context loss, browser context limits, bulk export of many variants at high resolution Profiling: how many passes per frame, how many allocations, what happens on a color / view / product change Image quality Edge antialiasing (including SDF instead of 1-bit masks) A consistent look between the live preview and the exported PNG Snapshot / visual regression coverage wherever a shader changes how the product looks We don’t expect you to know every print technique on day one. We expect you to think in GLSL, understand an image pipeline, and not treat the GPU as a black box. What we’re looking for Required Image processing: color spaces (RGB / HSL / luma), alpha compositing, convolution filters (blur, Sobel), distance fields / SDF GPU performance awareness: render targets, ping-pong, the cost of a state change, program / texture leaks, memory budgets TypeScript, and hands-on work with Three.js or raw WebGL The ability to debug an image — to look at a wrong frame and reason your way to the cause Nice to have PBR / matcap / normal mapping, screen-space lighting Jump Flood, Gaussian / separable blur, mipmaps, MSAA vs. FXAA Experience with preview engines (print, CAD, photo editors, game VFX) Knowledge of browser constraints (context loss, preserve

Drawing

Buffer, WebGL context limits) What the day looks like A new print technique, or a fix to an existing one: first the layer and alpha contract, then the shader, then tuning uniforms A change that should look “nicer” but must not double VRAM or kill 60 fps on integrated graphics Working with the designer team (TypeScript / React) — you deliver the image engine, they build the product around it Hiring process CV screening Screening call (~30 min) — the role, your background, questions both ways Paid take-home (4–6h, 500 PLN): Print Preview Compositor — a small browser app built from scratch on synthetic assets. No access to our code, assets or repository required. You get the full brief at this stage. Technical deep dive & team meeting (~90 min) — we walk through your take-home together, then you meet the team Offer Compensation & setup 24,000 – 28,000 PLN / month, B2B, depending on depth of graphics experience Fully remote within Poland / EU, flexible hours with overlap for team work MacBook provided Private healthcare, sports card, English lessons Equity in the US-based company About Fourthwall Fourthwall helps online creators (YouTubers, influencers, podcasters) make money, allowing them to focus on creating. We give them customized online shops for merchandise, donations and memberships, and we serve over 500,000 creators worldwide. The rendering layer you’d own is what those creators look at every time they design a product.

Published 2026-09-02
Source