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Metaballs are rendered using ray marching in a fragment shader on a surface that is slightly larger than the radius of the metaball itself. You can enable _ShowPadding in the UI top right to see all the pixels that are ray marched. Metaballs that don't interact with each other are rendered using a sphere mesh for optimization.
The rendering loop is running in a separate worker using an OffscreenCanvas.
Created: April 13, 2023
Type: WebGL
The RenderQueue is a collection of creative coding experiments by Johan Holwerda and Reinder Nijhoff.
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