I'm working on a GLSL raytracer, and I need to be able to edit gl_FragDepth in the FS. However, doing so disables early-z culling. The scene is rendered front-to-back and the FS can only push points ...
Its popular to render procedural content inside the GPU e.g. in the demoscene (drawing a single quad to fill the screen and letting the GPU compute the pixels). Ray marching is popular: This means ...
I'm "raymarching distance fields" (proper lingo: sphere-tracing) in GLSL. To implement cone-marching atop of it (and also to minimize the number of raymarching steps regardless of whether ...