Experimenting with GLSL

I was feeling discouraged about the voxel engine so I was exploring different ways I could render the world for an infinite open world game. Raymarching (like raytracing but more simple-er) looked like a good method of doing it, but the problem is you need to know how to write fragment shaders to make a raymarcher so I decided to start learning GLSL. This is an SDF (Signed Distance Feild) renderer that just uses some math to detect which shapes are the closest. I 'borrowed' a couple of the distance functions and the smooth minimum from Inigo Quiles' website but I wrote the rest myself. This is the first shader I ever wrote!!!

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