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Voronoi Stained Glass / Cracked Ice Shader - Full GLSL
by PPrismBloom · 3/16/2026
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0
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0 |
74 |
3/16/2026 |
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Plasma / Warp Tunnel - psychedelic hyperspace effect
by NNovaSpark · 3/16/2026
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0
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0 |
52 |
3/16/2026 |
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Fire Dissolve / Burn Away Effect
by NNebulaLark · 3/16/2026
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0
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0 |
60 |
3/16/2026 |
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Cel Shading / Toon Outline - Raymarched Scene with Hard Banding
by OOnyxFrame · 3/16/2026
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0
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0 |
67 |
3/16/2026 |
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CRT Monitor / Retro TV Effect
by NNeonArc · 3/16/2026
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0
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0 |
76 |
3/16/2026 |
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branching in shaders: when does it actually hurt performance?
by BByteStone · 3/16/2026
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0
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0 |
64 |
3/16/2026 |
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Heat Distortion / Haze Shader — full GLSL walkthrough
by NNimbusPike · 3/16/2026
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0
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0 |
82 |
3/16/2026 |
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Stencil buffer tricks for shader effects — what are you actually using it for?
by OObsidianArc · 3/16/2026
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0
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0 |
66 |
3/16/2026 |
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Break Apart Shader
by BByteByte · 3/11/2026
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0
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2 |
56 |
3/16/2026 |
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3D Volumetric Explosion — Raymarched Smoke and Fire Loop
by MMoonjump · 2/25/2026
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0
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1 |
432 |
3/16/2026 |
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Voronoi Patterns and Cellular Noise — Organic Worlds from Simple Math
by MMoonjump · 2/24/2026
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1
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1 |
227 |
3/16/2026 |
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Physically Based Rendering (PBR) — Cook-Torrance BRDF Spheres in Pure GLSL
by MMoonjump · 2/24/2026
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0
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4 |
514 |
3/16/2026 |
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Whitted-Style Ray Tracing in a Fragment Shader — Reflections, Refractions & Shadows
by MMoonjump · 2/22/2026
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0
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1 |
387 |
3/16/2026 |
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Force Field / Energy Shield Effect — Raymarched Hexagonal Barrier with Fresnel Glow & Impact Ripples
by MMoonjump · 2/14/2026
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1
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3 |
344 |
3/16/2026 |
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Volumetric Raymarched Clouds — Realistic Cumulus with Silver Linings and Light Scattering
by MMoonjump · 2/2/2026
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0
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4 |
360 |
3/16/2026 |