GLSL Shader Experiment 20
Procedural Terrain (part 2)
Ray marched a procedural terrain using value noise. This time, I removed the sphere SDF, colorized the terrain based on its normals, and added specular lighting.
GLSL Shader Experiment 19
Procedural Terrain (part 1)
I ray marched a procedural terrain using value noise. Decided to add distance fog, color grading, and a toon shader to give the scene some contrast.
GLSL Shader Experiment 18
Ray Marching Space Distortion
I finally figured out what a determinant represented (geometrically) thanks to 3B1B. Wanted to visualize it in a shader but couldn’t fix all the artifacts. May come back to this later. Here's a working demo for now.
GLSL Shader Experiment 17
Ray Marching Distance Fog
Spent some time learning more about distance fog this week. Without it, we see weird artifacts like the distortion on the checkerboard plane.
GLSL Shader Experiment 16
Ray Marching Shadows with Post Processing Effects (part 4)
Since I've come this far already, figured I might as well learn how to compute the shadow of the triangle analytically using ray-plane intersection tests.
GLSL Shader Experiment 15
Ray Marching Shadows (part 3)
Realized the shadows looked off in the previous demo because I used directional lighting. Swapped in a point light, but now I see more graphics artifacts because the rays are hitting the wireframe and light sphere.
GLSL Shader Experiment 14
Ray Marching Shadows with Post Processing Effects (part 2)
I've been enjoying re-learning linear algebra. This is my first attempt at recreating a scene from @immersivemath.
Working on adding more post-processing effects to my C++ shader animation tool.
Here's what it looks like when I run the Sobel (edge detection) filter on Voronoi (cellular) noise.
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