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@@ -1,16 +1,15 @@
-# Realtime procedural planet shader in WebGL
+# Realtime planet shader in WebGL
-
+## Procedural
-
-
-
-
-
- [live demo](https://jsulpis.github.io/realtime-planet-shader/)
+
+
This is a GLSL fragment shader I originally made on [Shadertoy](https://www.shadertoy.com/view/Ds3XRl) when learning raymarching. Later I switched to analytic raycasting for better performance. It's made by raycasting simple spheres with a bunch of fbm noises used for the normals and colors, and a complete hack for the atmosphere.
@@ -21,13 +20,29 @@ It runs at 60fps on my old low-end phone, so it should also be quite smooth on w
-> [!NOTE]
-> If you want some guidance to render GLSL shaders on a canvas like this one, you can check out the [little study](https://github.com/jsulpis/webgl-libs-comparison) I made before this project.
+## Textures
+
+
+
+
+
+
+This one uses textures (colors, specular, bump) borrowed and adapted from NASA [Visible Earth](https://visibleearth.nasa.gov/collection/1484/blue-marble) collection in order to render a realistic view of our home planet. Still with a few controls, and no quality setting because it should already run at full fps on most devices.
+
+## Note
+
+If you want a minimalist setup to render GLSL shaders on a canvas like this one, you can check out the [little study](https://github.com/jsulpis/webgl-libs-comparison) I made before this project.
-More samples:
+## More samples
-
-
-
+
+
+
+
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