A GLSL implementation of the ray marching algorithm
(the final gif was composited in Blender for bloom and lens distortion effects)
This project was made at ArtFX - TD 4.
This project was made using SHADERed, an open source fully featured shader IDE.
You can install SHADERed here.
You can open the project with the IDE (assuming that SHADERed and the project are in the same folder) :
$ ./SHADERed/SHADERed ./ray_marching_shader/ray_marching.sprj
The shaders are located here :
└── shaders
├── ray_marching_PS.glsl
└── ray_marching_VS.glsl
- https://computergraphics.stackexchange.com/questions/161/what-is-ray-marching-is-sphere-tracing-the-same-thing/163
- https://michaelwalczyk.com/blog-ray-marching.html
- https://www.iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm (co founder of ShaderToy and guru of ray marching!)
- https://github.com/electricsquare/raymarching-workshop
- https://www.thebookofshaders.com/