this is a smiple raymarcher in wgsl. it includes many useful functions and primitive SDFs. many of them are transcribed from mecury demo team's GLSL library
you can add true bump mapping for free by sampling a texture and adding the red channel to the distance returned from the SDF. i didnt add it because i dont plan to continue using WGSL. i will port this to another more capable language (probably rust-gpu) and add the missing features there.
this code doesnt utilize whatever new wgsl features are there becuase the backend is outdated (wgpu is 3 versions behind as of the time i am writing this)