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.
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.
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.
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.
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.
Step-count heatmaps, distance-field slices, live cursor probe, PID autopilot, per-frame overdraw metering, and a full hardware report bundled with every export.
Godot 4 project zip, standalone HTML, .frag GLSL, JSON scene bundle, PNG, 60fps WebM recording, and shareable URL links.
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.
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.
No account, no install. Open the editor, tweak a scene, hit Export Godot.