SDF Lab/Editor▶ Play
FPS 0.0FRAME 0.00msSTEPS 0AVG 0RES 0×0PASSES 1FBO
drag orbit · wheel/pinch zoom · hover to probe
hover the render to probe per-pixel step cost
Post pipeline (multi-pass FBO)
on when idle → free denoise for AO / shadows
trades stepping bands for high-freq noise (pair with temporal)
Heavy shading (real GPU cost)
Adaptive quality
far rays get 35% of the step budget
declare with //@param name min max default in your map() and recompile
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(no saved scenes yet — name one above and hit Save)
map.fraglast ok compile:
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✓ shader compiled cleanly