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using the user shader in #Voraldo to do raymarch-style approximate AO from the SDF representation before writing final voxel data, then that is followed up by directional lighting
#voraldo random glyph drawing (50k+ unique glyphs parsed from 918 old bitmapped fonts)
Revisiting some old projects, found out it's completely trivial to make #voraldo v1.1 run at 1080x5760 with the way I have my tiled renderer set up. 512^3 voxel blocks like this pink guy creates some coil whine with some compute shader operations, but you'll have that