Move the mouse to steer. Drag the sun across the sky with the slider and watch the light change.
An endless procedural landscape, raymarched.
There is no mesh. The terrain is a height function built from fractal Brownian motion (value noise with analytic derivatives, eight octaves), and the camera flies over it by marching rays against that function. The march takes adaptive steps proportional to the distance above the surface, then refines the hit with a bisection so silhouettes stay sharp at half resolution.
Lighting is a sun with soft shadows (a second march toward the light), a sky term that fades with slope, and aerial perspective that blends distant terrain into the atmosphere. Water is a plane at sea level that reflects the sky and darkens with depth. Clouds are a second fbm evaluated on a dome and lit by the same sun, so sunset actually turns them orange.
The whole frame is one draw call. It renders at half the device resolution and upscales; the dither hides the seams. Every parameter — sun elevation, fog, sea level, flight speed — is a uniform you can change while it runs.