Implemented a simple (GP)GPU raymarcher as fragment shader. It evaluates a given 3d isosurface function (here an isocube: x^6+y^6+z^6=1) alongside a bounding box with rays casted/marched from an orthogonal fullscreen billboard. After a surface hitpoint is found, a normal is evaluated and the fragment is shaded using phong-shading with specular (here using eight lightsources configured in a cube-layout around the worlds origin). Generic setup code can be found here: GL2_FBO_FullscreenQuad_Base.java and GL3_Raymarcher_Isosurface.java. Fragment shader: .fs

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