Apart from making particle systems i do more with shaders, and that is mainly raymarching.
For those of you who don't know, raymarching is a rendering technique (like rasterizing).
for every pixel a ray is casted from the camera and folowed until it hits an object, mostly
done by having a distance formula (which surprisingly returns the distance to a surface) and
moving forward until the distance is smaller than a certain number (like 0.0001).
I've whipped up a program to load and draw the shader on a quad covering the whole screen, does
some uniform (variables send to the GPU) management, and even some position/direction to make
first person controls possible. And i've ofcourse made a few shaders, and wanted to share a few screens
This one i made just today, and is probably one of my best.
An experiment with reflections, and the noise distortion makes it look like water
A simple one, made with my standard raymarch set.
This is not really raymarching, and without animation it's hard to see, but it's a galaxy.
One of the drawbacks of raymarching: these kind of objects. it needs to calculate for every
object if a pixel is in range, which causes ridiculous frame drops.
It's also very easy to plot a 3d function
And i really like how easy it is to make almost impossible shapes for rasterization.