GLSL density raymarching example

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Hey everyone,

I have set up a GLSL shader that creates a basic volume effect, though it's not perfect.
Blinds like effect can be found on each side.
But the same code works perfect in other environment like UE4.
Edited by hf - July 18, 2019 02:34:04

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The shader samples a reqular 2d texture which includes all slices of a volume.

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rop_volume_texture1032.jpg (56.8 KB)

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Get rid of the visual artifacts by disabling mipmapping
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