Volume shader examples and GLSL presets
Start from editable fog, smoke, cloud, and fractal shader examples, inspect how each GLSL preset works, then open it in the editor. Each preset explains the rendering technique, GPU pressure points, phone-friendly limits, and the device class it fits best.
Benchmark context
Editable controls
Source-backed notes
Fog Sphere
Orbiting fog around a sphere via simple raymarch.
Fog Sphere is the safest starting point for learning how a volume shader becomes a benchmark workload. It casts a camera ray, samples a simple signed-distance sphere, turns distance into density, and accumulates fog over a fixed loop.
Twirl Smoke
2D noise-based swirling smoke pattern.
Twirl Smoke shows how a shader can look volumetric without marching through a full 3D density field. It warps 2D coordinates around the center, samples layered value noise, then maps the result into a smoky color ramp.
Cloud Layer
Low-iteration 3D noise cloud accumulation.
Cloud Layer is the most direct preset for explaining volumetric accumulation. Each ray moves forward through a procedural 3D noise field, samples cloud density, and adds a small amount of brightness as density builds.
3D Fractal
Interactive 3D fractal with complex mathematical patterns.
3D Fractal is the heaviest built-in preset. Instead of sampling a soft fog field, it evaluates an iterative fractal kernel while marching a ray through the scene, then estimates a normal for lighting when the ray hits the surface.