Shader Programming
Master GPU shaders from first principles to advanced raymarching through interactive visualizations
Part 1
First Light
Understanding what shaders are and writing your first one
Part 2
The Coordinate Canvas
Mastering the UV coordinate system
Part 3
Shaping Functions
The vocabulary of shader effects
Part 4
Drawing Shapes
From math functions to visual forms
Part 5
Motion and Time
Bringing shaders to life
Part 6
Noise and Randomness
Controlled chaos for organic effects
Part 7
Procedural Patterns
Creating textures from pure math
Part 8
Fractal Worlds
Infinite complexity from simple iteration
Part 9
Image Processing
Working with textures and filters
Part 10
Simulation
Stateful shaders and feedback effects
Part 11
Color and Light
Understanding color properly
Part 12
Raymarching
Rendering 3D scenes with pure math
26
The Raymarching Algorithm
Sphere tracing through distance fields
27
3D Signed Distance Functions
Shapes in three dimensions
28
Shading Raymarched Scenes
Lighting, shadows, and atmosphere
29
Advanced Raymarching
Reflections, materials, and scene composition
30
Environment Mapping
Reflections, refractions, and skyboxes