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Compiling Shaders...
Initializing WebGL
đŽ How Raymarching Works
- Procedural Geometry - All surfaces calculated with Signed Distance Functions (SDFs)
- Phong Shading - Realistic lighting with diffuse & specular components
- Soft Shadows - Shadow rays march through scene for natural shadows
- Floor Reflections - Secondary ray trace creates polished marble effect
- No 3D Models - Pure mathematical rendering, pixel by pixel
- Infinite Corridor - Geometry repeats seamlessly using modulo math
đ¨ This entire scene is rendered by a fragment shader - no polygons!
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