Advansed renderer called "DE-parts". Based on Knighty DE-Kn2 and Patryk Kizny's updates. Maked for hi-end and middle-end GPU's.
Run examples.frag to see presets.
Set #version 330 at first line if render don't start.
switchable parts:
#define KN_VOLUMETRIC - volumetric light, God-rays effect
#define USE_IQ_CLOUDS - IQ's clouds, IqClouds.frag
#define PALETTE_COLOR - palette coloring, better than orbirtrap, MPalette.frag
#define USE_TERRAIN - simple terrain generator for floor, classic noise and IQ noise, IqTerrain.frag
#define USE_TERRAIN_TEX - terrain texturing, IQ's texture repeat modes, Texturing.frag
#define USE_HMAP - texture height mapping for terrain. Little per pixel aliasing/artifacts. Use 16 bit png for better result. Need soft smooth texture pixel aliasing. Not normalized for surface, normalized works slow
#define DE_TEXTURE - main DE texturing, Texturing.frag
#define USE_BG - background pic, mostly for equirectangularMap. Added transparent floor for IBL mode.
#define USE_WATER - water code from seascape shader, Sea.frag
#define BLENDING - A-la photoshop blending modes
#define POSTBUFFER - puts Post-tab effects from BufferShader into 3D.frag. Sometimes gives nice colors when used both with BLENDING.
Run examples.frag to see presets.
Set #version 330 at first line if render don't start.
switchable parts:
#define KN_VOLUMETRIC - volumetric light, God-rays effect
#define USE_IQ_CLOUDS - IQ's clouds, IqClouds.frag
#define PALETTE_COLOR - palette coloring, better than orbirtrap, MPalette.frag
#define USE_TERRAIN - simple terrain generator for floor, classic noise and IQ noise, IqTerrain.frag
#define USE_TERRAIN_TEX - terrain texturing, IQ's texture repeat modes, Texturing.frag
#define USE_HMAP - texture height mapping for terrain. Little per pixel aliasing/artifacts. Use 16 bit png for better result. Need soft smooth texture pixel aliasing. Not normalized for surface, normalized works slow
#define DE_TEXTURE - main DE texturing, Texturing.frag
#define USE_BG - background pic, mostly for equirectangularMap. Added transparent floor for IBL mode.
#define USE_WATER - water code from seascape shader, Sea.frag
#define BLENDING - A-la photoshop blending modes
#define POSTBUFFER - puts Post-tab effects from BufferShader into 3D.frag. Sometimes gives nice colors when used both with BLENDING.
There is one thing that I didn't shared before - all my frags