Experimental rendering system integrating objects rendered in the fragment shader with a polygon scene in C++ and OpenGL 4 Most objects are rendered with a raymarching technique, but the system supports any kind of rendering possible from the fragment shader.
- Occulsion culling for fragment shader objects
- Post processing with depth mapping
- Shared lighting between scene and shader objects
- Shader hot reload
- Ambient occulsion, soft shadows in shader objects
- GLFW
- stb_image
- tiny_objloader
./deps.sh
Install dependencies though brew
make
Theo Walton Logan Kaser