Shader visualization test
A fullscreen animated field: polar math, palettes, and nested loops per pixel. Raise quality and effects to swing FPS. This is not the volume shader BM scene.
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What this test measures
This page is a procedural animation that loads fragment throughput. There is no ray-marched volume here. If you want a volume shader BM test, open /tests/vsbm/ instead.
What the sliders change
- Quality raises layer count and inner-sample loops.
- Effects add extra harmonic and palette work in the same shader stage.
- Load index is a relative scalar-work hint for comparing presets.
- Heavy plus high is meant for strong desktop GPUs.
Graphics adapter
- Renderer
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- Vendor
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How to run the visualization test
- Start at medium quality and standard effects.
- Watch FPS and the load index.
- Step quality or effects one notch at a time.
- Read the reported resolution; mobile browsers may downscale.
- Use the volume shader pages if you wanted a 3D volumetric scene.
Shader visualization
Fullscreen WebGL fragment animation (ALU-bound)
| What you measure | FPS, frame time, stability, and a relative load index |
|---|---|
| Not the same as | Volume shader BM or the entry volume shader test |
Not a volume shader BM test
This page fills the screen with animated fields. It does not march a volumetric implicit surface. If you want that workload, open the volume shader test or the volume shader BM test.
Phone and PC
Start at medium quality and standard effects. Step one control at a time and watch FPS. Heavy plus high is meant for a desktop GPU with cooling headroom. Stop if a phone gets uncomfortably hot.
Visualization questions
Why is this separate from volume shader BM?
Which preset should I start with?
Can I run it on a phone?
Results
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Summary
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Visualization
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Details
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