WebGL2 · single-page · no install

Design SDF scenes in your browser.
Ship them to Godot in one click.

A real WebGL2 raymarcher with a live GLSL editor, honest GPU-bound frame timing, and dynamic resolution that actually holds framerate under load. Export the current scene as a working Godot 4 project — shader, scene tree, orbit camera, and in-scene controls included.

Requires a WebGL2-capable browser. Runs entirely client-side.

Export
One-click Godot 4 project

Your map() body ports verbatim into a .gdshader. You get main.tscn with a full-rect SubViewport, orbit camera, and an in-scene panel for blend radius, animate-time, resolution, and max steps. Unzip → Import → F5.

Honest metrics
GPU-bound frame time

Frame time is measured with gl.finish(), not JS timers. Real per-pixel step counts. Cliff finder searches for the max sustainable step budget at your target FPS. Export the CSV.

Holds framerate
Dynamic resolution that reacts

Pile on volumetric fog, N-bounce reflections, subsurface, temporal accumulation — the resolution controller drops render scale to hold your target frame time, then raises it when there's headroom.

Built for people who actually ship shaders.

Shader playgrounds are great for sketches. SDF Lab is for the step after — when you need to know the perf ceiling of your scene, and you need it out of the browser and into a real engine.

Instrumentation, not vibes

Step-count heatmaps, distance-field slices, live cursor probe, PID autopilot, per-frame overdraw metering, and a full hardware report bundled with every export.

Exports that leave the browser

Godot 4 project zip, standalone HTML, .frag GLSL, JSON scene bundle, PNG, 60fps WebM recording, and shareable URL links.

Multi-pass pipeline

Ping-pong FBOs, RGBA16F when supported, temporal accumulation with blue-noise jitter, separable bloom, and volumetric fog — with FBO memory and pass count in the HUD.

Comparison workflow

Snapshot wipe-compare, side-by-side mirror on a second device via QR + live sync (camera and params sync independently), and auto-sweep cost curves.

Author it here. Ship it in Godot.

No account, no install. Open the editor, tweak a scene, hit Export Godot.