An explorable shader gallery
35 fragment shaders in six tiers, from UV coordinates to perturbation-theory deep zooms, raymarched glass, and volumetric clouds. Every one is live: open it to tweak its uniforms, poke it with the pointer, read how it works, and view its WGSL.
Coordinates, distance, and repetition: the building blocks of every shader.
Tile the plane, then give every tile a mind of its own.
Controlled randomness: the raw material of clouds, terrain, and fire.
Simple rules, iterated: fields, fractals, and organic growth.
Raymarch signed distance fields into whole lit worlds, one pixel at a time.
Effects that read a finished image and remake it. Drag the divider to compare.
Tip: press / to search, ← → to step through shaders, V for source.