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[SH17C] Raymarching tutorial

View shader on Shadertoy - Published on 2017-07-30

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In this tutorial you will learn how to render a 3d-scene in Shadertoy using distance fields.

The tutorial itself is created in Shadertoy, and is rendered using ray marching a distance field.

The shader studied in the tutorial can be found here: https://www.shadertoy.com/view/4dSBz3

Created for the Shadertoy Competition 2017

Most of the render code is taken from: 'Raymarching - Primitives' by Inigo Quilez.

You can find this shader here: https://www.shadertoy.com/view/Xds3zN

Shaders

Buffer A

Source: Buffer A.glsl

Inputs

  • iChannel0: Buffer A (linear, clamp, vflipped)
  • iChannel1: keyboard (linear, clamp, vflipped)
  • iChannel2: texture (mipmap, repeat, vflipped)

Buffer B

Source: Buffer B.glsl

Inputs

  • iChannel0: Buffer A (linear, clamp, vflipped)

Buffer C

Source: Buffer C.glsl

Inputs

  • iChannel0: Buffer A (linear, clamp, vflipped)
  • iChannel1: Buffer B (linear, clamp, vflipped)
  • iChannel2: Buffer C (linear, clamp, vflipped)

Buffer D

Source: Buffer D.glsl

Inputs

  • iChannel0: Buffer A (linear, clamp, vflipped)
  • iChannel1: Buffer D (linear, clamp, vflipped)
  • iChannel2: texture (mipmap, repeat, vflipped)

Image

Source: Image.glsl

Inputs

  • iChannel0: Buffer A (linear, clamp, vflipped)
  • iChannel1: Buffer B (linear, clamp, vflipped)
  • iChannel2: Buffer C (linear, clamp, vflipped)
  • iChannel3: Buffer D (linear, clamp, vflipped)

Links

License

Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.