Gist d5d76528348514dffd9547a2cd438944
✓ Published0🌍 Public
Aandybak
Last edited Nov 8, 2017
Created on Nov 8, 2017
This visualization renders a 3D raymarched scene using a single shader written in HLSL. It displays a collection of geometric primitives—planes, spheres, boxes, ellipsoids, tori, cylinders, cones, prisms, capsules, and pyramids—each defined by signed distance functions (SDFs) and composited in a shader. The code includes multiple SDF implementations with both distance-bound and correct-distance variants, demonstrating how shape intersections and subtractions are computed. The scene is rendered through a fragment shader that applies raymarching techniques, with an anti-aliasing toggle controlled by the `AA` constant.
AI-generated description