A version-controlled copy of my Shadertoy shaders.
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James T. Martin e79caacfde
Second (much more correct) implementation of path marching.
Also tiled/clamped perspective projection, temporal antialiasing,
a real camera, and tons of path marching-related features
which haven't yet been used to their fullest potential.
2021-12-15 01:28:17 -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 Second (much more correct) implementation of path marching. 2021-12-15 01:28:17 -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.