Editor
StableLive GLSL raymarcher — the core lab.
Author raymarched SDF scenes in a live GLSL editor with honest GPU metrics. Export as a working Godot 4 project, an STL mesh, a PNG, a WebM, or a standalone HTML page. Plus a suite of experiments — audio-reactive, genetic, neural, and more.
Requires a WebGL2-capable browser. Runs entirely client-side.
Live GLSL hot-swap with error remapping, orbit camera, soft shadows, ambient occlusion, tonemapping, volumetric fog, N-bounce reflections, subsurface scattering, dynamic resolution, PNG capture, WebM recording, standalone HTML export, marching-cubes STL export, and a one-click Godot 4 project export.
Your map() body ports verbatim into a .gdshader. You get main.tscn with a SubViewportContainer + SubViewport, an orbit camera, and an in-scene panel for blend radius, animate-time toggle, resolution scale, and max steps. Unzip, import in Godot, hit F5.
Frame time is measured with EXT_disjoint_timer_query_webgl2 when the extension is available, and falls back to a requestAnimationFrame delta when it isn't. Per-pixel step counts are read back from the render target only when the cursor is hovering the canvas, because readPixels stalls the pipeline. gl.finish() is deliberately not used — it reported garbage.
A 15-frame rolling median of frame time drives render-scale adjustments with a hysteresis dead zone and a cooldown between changes. Scene FBOs are bucketed to 64-pixel increments so the small per-step scale changes don't reallocate GPU memory every frame.
The editor is the core. Everything else is a self-contained experiment that reuses the raymarching engine for something specific. Some are polished, some are speculative — each card says which.
Live GLSL raymarcher — the core lab.
Third-person SDF character on a raymarched world.
Prompt an AI, get a shader you can edit.
Genetic mutation of shader parameters — pick the fittest.
Mic-reactive raymarched geometry (FFT bins into uniforms).
Autostereogram renderer — cross your eyes, see 3D.
Phone tilt as camera input.
Bake an impulse response by raymarching sound.
Gradient-descent an SDF toward a target silhouette.
Train a tiny MLP to imitate an SDF, bake it to GLSL.
Marching cubes to STL — take your SDF into Blender or a printer.
Work-in-progress lifelike figure: aiming at SSS skin and refractive eyes. Not rendering correctly yet.
Sketch, measure, and share signed-distance-field scenes with real numbers, not vibes.
Prototype look-dev in the browser, export a Godot project you can drop into a real pipeline.
Skip the boilerplate — get a working .gdshader, viewport, orbit camera, and runtime UI in one zip.
Every knob is exposed, every metric is honest, the source of every scene is right there.
No account required to try it. Open the editor, tweak a scene, hit Export Godot.