Here is an example GLSL code snippet for a simple continuum shader:
#version 330 core
in vec2 uv;
in vec3 normal;
in vec4 materialProperties;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform float transitionWidth;
uniform int transitionType;
out vec4 fragColor;
void main()
// Sample textures
vec4 tex0 = texture(texture0, uv);
vec4 tex1 = texture(texture1, uv);
// Interpolate between textures based on transition function
vec4 result;
if (transitionType == 0)
// Linear interpolation
result = mix(tex0, tex1, smoothstep(0.0, transitionWidth, uv.x));
else if (transitionType == 1)
// Slerp
result = slerp(tex0, tex1, smoothstep(0.0, transitionWidth, uv.x));
// Combine with material properties
result *= materialProperties;
// Output final color
fragColor = result;
| Shader | Visual Fidelity | Performance | Ease of Use | |--------|----------------|-------------|--------------| | Continuum RT | 10/10 (photorealistic) | 2/10 (extremely heavy) | 7/10 (complex settings) | | SEUS PTGI | 9/10 | 4/10 | 8/10 | | BSL | 7/10 | 8/10 | 9/10 | | Complementary | 8/10 | 7/10 | 10/10 | | Sildur's Vibrant | 6/10 | 9/10 | 9/10 | continuum shaders
| Feature | Continuum 2.0 | Continuum 2.1 | Continuum RT (beta) | |--------------------------|---------------|---------------|----------------------| | Volumetric Fog | ✅ | ✅ | ✅ (improved) | | Screen Space Reflections | ✅ | ✅ | ✅ (raytraced hybrid) | | Global Illumination | ❌ (pre-GI) | ❌ | ✅ (hybrid RT) | | Parallax Mapping | ✅ | ✅ (POM 2.0) | ✅ | | Water Caustics | ✅ (basic) | ✅ (advanced) | ✅ (refractive) | | Depth of Field | ✅ | ✅ (bokeh) | ✅ | | Volumetric Clouds | ❌ | ✅ (beta) | ✅ (3D) | | Aurora Borealis | ❌ | ✅ | ✅ | Here is an example GLSL code snippet for