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In the Mood for Shaders
- https://shadertoy.com (FS)
- http://shdr.bkcore.com/ (VS + FS)
- Shaping curves: http://www.flong.com/texts/code/shapers_poly/
- Rotation: https://github.com/dmnsgn/glsl-rotate
- glslify: http://stack.gl/packages/#hughsk/glsl-noise (search for GLSL on the left)
Makes it easy to add / remove / edit shaders inside the PDE
Useful tricks and links
https://shadertoyunofficial.wordpress.com/
http://www.shaderific.com/glsl-functions/
https://www.khronos.org/files/opengles20-reference-card.pdf
For more references, search for OpenGL / OpenGL ES at
https://www.khronos.org/developers/reference-cards/
and in those PDF search for Shading Language. One part of the PDF is about the OpenGL API and the rest about GLSL (shaders).
He has many blog posts describing techniques and some live coding video sessions.
SDF is an advanced technique used for rendering 3D worlds in a fragment shader. Frequently used in ShaderToy and in the demo scene. Not mentioned during the workshop.
http://hughsk.io/fragment-foundry/chapters/01-hello-world.html
To understand OpenGL and how frameworks like Processing & oF work: (cameras, lights, matrices, etc)
You can spend a long time trying to understand every detail, but I defend just knowing enough (to keeping it fun) and writing useful shaders in a few lines of code, without studying for months. Unless going deep is what you really want and have time for it :)
3 books by NVidia written by many developers. Describes rendering techniques used in games (blur, DoF, glow, ambient occlussion, etc.)
https://developer.nvidia.com/gpugems/GPUGems/gpugems_pref01.html
https://docs.unity3d.com/Manual/SL-VertexFragmentShaderExamples.html
Apple has deprecated OpenGL in favor of their own system called Metal. These people have written a software that enables using OpenGL inside Metal. It runs faster, and allows you to keep using OpenGL so you can use one system cross-platform.