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September 3, 2026
Graphics Engineer (WebGL / Shaders)
Senior • Remote
288,000 - 336,000 PLN/yr
Apply now
About the Role
Creators design merchandise in the Product Designer. Everything they see while doing it—how a print technique looks, how a garment recolors, and whether the preview runs at 60 fps on a laptop with integrated graphics—comes from the rendering layer you would own.
You will write the shaders, decide the pass structure, and understand why a frame costs what it costs.
Shader Pipeline and Compositing
- Write and maintain GLSL fragment shaders for specific print techniques.
- Build a layer stack similar to a graphics editor’s: product mockup, user artwork, gloss/overlay.
- Composite with premultiplied alpha (source-over), clip to the printable region, and use packed RGB masks.
- Recolor product colorways with HSL/luma while preserving shadows, folds, and fabric texture in the mockup photo.
GPU Image Processing
- Build passes that process user artwork before it lands on the product: blur, Sobel, normal/bump maps, and signed distance fields.
- Create technique effects including engraving relief, die-cut outlines and shadows, embroidery threads, and print gloss.
- Implement multi-pass algorithms, including Jump Flood/distance fields, and integrate them with the final shader.
Performance and GPU Resources
- Manage a VRAM budget by reusing render targets and shader programs, maintaining an LRU cache of product instances, and disposing of textures.
- Balance compositing and export resolution without degrading quality or leaking memory.
- Handle WebGL context loss, browser context limits, and bulk export of many high-resolution variants.
- Profile passes per frame, allocations, and changes triggered by color, view, or product updates.
Image Quality
- Implement edge antialiasing, including SDF instead of 1-bit masks.
- Maintain a consistent appearance between the live preview and exported PNG.
- Add snapshot and visual-regression coverage when shader changes affect product appearance.
You are not expected to know every print technique on day one. You should think in GLSL, understand an image pipeline, and avoid treating the GPU as a black box.
What We’re Looking For
Required
- Image processing knowledge: RGB/HSL/luma color spaces, alpha compositing, convolution filters such as blur and Sobel, and distance fields/SDF.
- GPU performance awareness: render targets, ping-pong, state-change cost, program/texture leaks, and memory budgets.
- TypeScript and hands-on experience with Three.js or raw WebGL.
- Ability to debug an image by examining an incorrect frame and reasoning through its cause.
Nice to Have
- PBR, matcap, normal mapping, or screen-space lighting.
- Jump Flood, Gaussian/separable blur, mipmaps, and MSAA versus FXAA.
- Experience with preview engines for print, CAD, photo editors, or game VFX.
- Knowledge of browser constraints, including context loss, preserveDrawingBuffer, and WebGL context limits.
What the Day Looks Like
- Work on a new print technique or fix an existing one: define the layer and alpha contract, write the shader, then tune uniforms.
- Improve visual quality without doubling VRAM consumption or reducing 60 fps performance on integrated graphics.
- Work with the designer team using TypeScript and React: deliver the image engine while they build the surrounding product experience.
Hiring Process
- CV screening.
- Screening call (~30 min): discuss the role, your background, and questions from both sides.
- Paid take-home (4–6h, 500 PLN): build a Print Preview Compositor, a small browser app from scratch using synthetic assets. No access to code, assets, or repository is required. The full brief is provided at this stage.
- Technical deep dive and team meeting (~90 min): review the take-home together and meet the team.
Offer
- 24,000–28,000 PLN per month on a B2B contract, depending on depth of graphics experience.
- Fully remote within Poland/EU, with flexible hours and overlap for team work.
- MacBook provided.
- Private healthcare, sports card, and English lessons.
- Equity in a US-based company.
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