Drawing shapes in GLSL — notes from The Book of Shaders Chapter 7
My notes continue on The Book of Shaders. This chapter is the first real jump in the series: everything until now shaped a single line (a value depending only on x). Shapes need two dimensions at once, a value that depends on both x and y, so I put together an interactive 2D canvas to actually […]
Read MoreMixing color in GLSL — notes from The Book of Shaders Chapter 6
Continuing my notes on The Book of Shaders — this chapter moves from shaping a single line into shaping actual color. put together an interactive 2D canvas to actually see it, since “here’s a gradient, trust me” isn’t the same as seeing it change under your own hands. Free playground Challenges colorA and colorB are […]
Read MoreShaping functions in GLSL (A quick visual reference)
I’ve been going through The Book of Shaders, and chapter 5 on shaping functions stood out enough that I wanted to summarize it. These functions show up constantly in real shader work — masks, transitions, procedural patterns, sensor thresholding — so I built two small interactive graphs to actually see what each one does instead of […]
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