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Most of my expertise writing GLSL up to now focused on enhancing pre-existing Three.js/React Three Fiber scenes that include various geometries and materials with results that would not be achievable without shaders, such as my work with dispersion and particle results. However, during my research of shaders, I all the time found my approach to Shadertoy, which contains a mess of impressive 3D scenes that includes landscapes, clouds, fractals, and so way more, solely implemented in GLSL. No geometries. No supplies. Just a single fragment shader. One video titled Painting a Landscape with Math from Inigo Quilez pushed me to learn concerning the thing behind these 3D shader scenes: Raymarching. I used to be very intrigued by the right blend of creativity, code, and math concerned in this rendering method that allows anybody to sculpt and paint whole worlds in just a few strains of code, so I determined to spend my summer time time studying every facet of Raymarching I could by building as many scenes as attainable akin to the ones beneath that are the result of those past few months of work.
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