what the heck am i looking at? raycasting-generated marcher cubes? trippy but cool
ray marching is a rendering technique that works by marching a ray through a scene, and drawing a pixel if it hits something. it's commonly used in real-time applications for volumetric rendering - smoke, water, fog, atmospheres, clouds, dust, etc. - but is also great for rendering fractals and other mathematical objects. raymarching is typically accelerated through the usage of distance functions - if you know the distance to the nearest surface, regardless of what surface that is, you know how far you can march a ray without hitting anything.
inigo quilez explains it better than I can
https://iquilezles.org/articles/raymarchingdf/https://iquilezles.org/articles/menger/and some examples, with accompanying GLSL code
https://www.shadertoy.com/view/4ttSWfhttps://www.shadertoy.com/view/MdXSWnhttps://www.shadertoy.com/view/Ml2XRD