And for the cherry on top of the up-’n-coming v0.0.1 (pre)release, some actual ray marching shaders. I draw a quad covering the whole viewport and then apply shading in the fragment shader to draw a deformed sphere with simple diffused lighting and curious colors. I spiced it up a bit by passing time to the shader so it glows periodically (based on sin()). In the future I reckon its entirely possible to make the camera movable and light not hardcoded.
PS: For the curious, v0.0.1 update will be out when I add windows compatibility.
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