A version-controlled copy of my Shadertoy shaders.
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James T. Martin 63dac47c4d
Third (only getting more correct) implementation of path marching.
I'm preparing for volumetric marching and subsurface scattering,
among other things. The renders look better now too, IMO.
2021-12-16 01:03:56 -08:00
README.md My first ray marching implementation, which I've been working on for a few days. 2021-05-19 21:06:49 -07:00
path_march 2021-12-12.frag Added my first path marcher. 2021-12-13 17:45:57 -08:00
path_march 2021-12-14.frag Third (only getting more correct) implementation of path marching. 2021-12-16 01:03:56 -08:00
path_march 2021-12-15.frag Third (only getting more correct) implementation of path marching. 2021-12-16 01:03:56 -08:00
ray_march 2021-05-14.frag New marcher calculates instead of approximating normals; fix artifacts in old marcher. 2021-05-20 20:25:48 -07:00
ray_march 2021-05-20.frag New marcher calculates instead of approximating normals; fix artifacts in old marcher. 2021-05-20 20:25:48 -07:00

README.md

Shadertoy Shaders

These are version-controlled copies of my Shadertoy shaders.

Shadertoy is a website for writing GLSL fragment shaders, which are functions that take a pixel location as input and return a color as output. Through a lot of math, this is all you need to display all sorts of cool stuff to the screen using the GPU.

Only publically-shown shaders will show up on my profile, but seeing as I haven't published any finished products yet, all of my shaders are unlisted and will not show up. I will, however, contain a link to each shader on Shadertoy at the top of the file, so it will still be possible to view each shader through this repository.