Volume Shader Online

Volume Shader Online GPU Benchmark & Shader Lab

Run a browser-based volume shader, edit the GLSL kernel, and measure real-time GPU performance with FPS, frame time, and reproducible presets. Use the lab for shader experiments, then run the fixed VolumeShader_BM test for fair GPU comparison.

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Volume Shader Kernel Editor

Paste or revise a volume shader kernel, then apply it immediately against the live renderer.

The fragment program expects a float kernal(vec3 ver) function and a color snippet that assigns color. Shared uniforms include u_power, u_colorWarp, u_warpStrength, u_exposure, u_time, and the two palette vectors.

Volume Shader Parameters

Use these controls to tune a volume shader workload, adjust framing, and keep a repeatable volume shader setup.

Volume Shader Metrics

Track a volume shader run with live FPS, frame time, and GPU identification while you tune the scene.

Average FPS
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Frame Time
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Min / Max FPS
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GPU
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FPS History Chart

Waiting for samples
Start the benchmark to populate the chart.

Copy a link for quick review or copy the JSON snapshot when a teammate needs the full volume shader setup.

Saved Volume Shader Presets

Store a volume shader setup locally so you can replay the same parameters and compare one volume shader revision with another.

No presets saved yet. Tune a volume shader, name it, and keep it for the next session.

Need a stricter benchmark after this volume shader draft?

If the current volume shader scene is stable enough for formal comparison, continue to the VolumeShader_BM page to run a fixed preset, keep the workload active for a longer duration, and route the result into the correct leaderboard bucket.

Run the fixed volumeshader_bm test

How this volume shader page supports practical iteration

Why this workflow needs more than a pretty frame

A strong rendering workflow is not only about generating a dramatic image. It also needs repeatable controls, reliable metrics, and a way to share one saved state with another person without rewriting setup notes. That is the gap this page is meant to cover. Instead of treating each experiment like a disposable sketch, the lab keeps shader code, camera, palette, and performance evidence close together so every revision can be evaluated in context.

That matters because the scene often changes in two directions at once. One edit may improve structure, while another makes the frame budget worse. If the page shows only a screenshot, the tradeoff is easy to miss. Here the result is paired with live FPS history, saved presets, and direct parameter control, so the review can stay grounded in observable behavior instead of memory.

  • Edit the active shader kernel directly in the browser.
  • Save a preset locally and reopen the same setup later.
  • Share a URL or a JSON export when another reviewer needs the exact same state.

What this page helps you validate

The chart turns every session into a timeline instead of a single headline number. You can watch whether the render stabilizes after warm-up, whether a zoom change introduces jitter, and whether a new tweak improves detail at the expense of smoother frame pacing. A single FPS value rarely tells the full story, but a full history curve often exposes what happened during the run.

This makes the page useful for creative prototyping, browser GPU triage, regression review, and benchmark preparation. If you want to shape a new scene before you move into a stricter benchmark path, this page gives you the lighter and more editable environment. The setup can stay flexible here while you identify which version deserves a formal benchmark run later.

A cleaner archive for repeatable experiments

An archive becomes valuable only when the full experiment can be replayed. VolumeShaderPro stores the parameters, shader snippets, and palette values that define each result, so a saved preset is more than a screenshot. When you reopen a stored state, the important parts of the test are still available, including the tuning decisions that made the render behave the way it did.

Over time, that turns the homepage into a practical notebook. A team can preserve a baseline, compare a newer branch with an older branch, and explain why one direction was approved while another was dropped. Even for solo work, that history helps prevent repeating the same experiments because the prior evidence remains easy to inspect.

Where this lab fits in a larger graphics workflow

Volume rendering research commonly describes the field as generating images from three-dimensional data without extracting explicit surfaces first, then accumulating optical properties such as color and opacity along a viewing ray. In practice, a browser-based shader lab is a convenient place to translate that idea into fast iteration. You can try a different kernel, alter step size, reshape the palette, and immediately see whether the image still communicates the look you want under real browser conditions.

That is why this page is designed for daily use instead of one-off curiosity. The scene can be developed here, reviewed here, and prepared here before it enters a standardized benchmark. When the setup is finally stable enough that you care about fair comparison across devices, you can move to the benchmark runner. Until then, this lab is the place to think, test, and document.

Use this volume shader page when you need a fast editing loop, a clear experiment record, and a browser-native place to decide which build is ready for stricter measurement.

Volume Shader FAQ

What is a volume shader?

A volume shader renders a three-dimensional field such as fog, smoke, clouds, or procedural density by sampling through a virtual volume instead of drawing only flat surfaces.

Can I run this volume shader in the browser?

Yes. The tool runs in a modern browser and uses GPU acceleration through supported graphics APIs such as WebGL or WebGPU where available.

Is this the same as the volumeshader_bm test?

The homepage is an editable volume shader lab. The volumeshader_bm page uses a fixed benchmark workflow so results are easier to compare.

Why does FPS change between browsers?

FPS can change because of browser graphics backends, driver versions, GPU power limits, thermal throttling, screen refresh rate, and system load.

Can I use it on a phone?

Yes, but mobile results can vary strongly because of thermal limits, battery mode, and browser GPU support.