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Shadertoy Collection

Tag: Simple 2D

A Simple Circle https://www.shadertoy.com/view/XsjGDt

Buffer pass bloom https://www.shadertoy.com/view/lsBfRc

Sphere of cubes https://www.shadertoy.com/view/7ds3zB

Brush Experiment 3 https://www.shadertoy.com/view/ltj3Wc

Tag: PBR Theory

Slope: Beckmann Anisotropic https://www.shadertoy.com/view/WlGXRt

Disney Principled BRDF SP https://www.shadertoy.com/view/llGyRd

Veach 1997 Fig 9.4 https://www.shadertoy.com/view/lsV3zV

PBRT Cook-Torrance https://www.shadertoy.com/view/XdsyWf

Joined Bilateral Filtered SSAO https://www.shadertoy.com/view/3dK3zR

Specular AntiAliasing https://www.shadertoy.com/view/WssyR7

LEAN/LEADR mapping https://www.shadertoy.com/view/WdXfRn

Slope: GGX Anisotropic https://www.shadertoy.com/view/3tyXRt

Tag: Ray Tracing

Ray Tracing in One Weekend https://www.shadertoy.com/view/lssBD7

Ray tracing sphere example https://www.shadertoy.com/view/ldS3DW

Ray Tracing - Primitives https://www.shadertoy.com/view/tl23Rm

Tag: Pretty Scene

RainForest https://www.shadertoy.com/view/4ttSW

Frozen wasteland https://www.shadertoy.com/view/Xls3D2

Snail https://www.shadertoy.com/view/ld3Gz2

Sea https://www.shadertoy.com/view/Ms2SD1

La calanque https://www.shadertoy.com/view/Mst3Wr

A sponza scene https://www.shadertoy.com/view/flSSRz

Red Crash - Procedural GFX https://www.shadertoy.com/view/ssBGRG

Tag: Paper Implementation

Implementation of fast BRDF from "An analytic BRDF for materials with spherical Lambertian scatterers" (d'Eon 2021, winner of EGSR Best Paper)

Lambertian Microsphere BRDF https://www.shadertoy.com/view/ftlXWl


Shadertoy implementation of Procedural Physically based BRDF for Real-Time Rendering of Glints Xavier Chermain (ICUBE), Basile Sauvage (ICUBE), Jean-Michel Dishler (ICUBE) and Carsten Dachsbacher (KIT) Pacific Graphic 2020, CGF special issue Project page: http://igg.unistra.fr/People/chermain/real_time_glint/

PBR Glint https://www.shadertoy.com/view/wstcRH

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