The shader course
Nine sections, ten lessons each, in order of difficulty. You start with one color on the screen and finish with ray-marched 3D scenes and fractals.
- GLSL for beginnersColor, coordinates and time, from the first pixel to a tunnel of light.
- Shader patternsStripes, grids, polar coordinates, spirals, mirrors and Chladni plates.
- Forces in a shaderTime applied to coordinates: gravity, wind, vortex, turbulence, ripples.
- Noise in GLSLFrom raw randomness to FBM, terrain and a noise sphere.
- Domain warpingOne warp, many skins: giraffe, camo, wood, marble, liquid metal.
- Shader animationBreathing, phase, easing, morphs, flow fields and the seamless loop.
- Strange attractors on the GPUThe Aizawa attractor: an ODE, Euler, and 130,000 particles on the GPU.
- Ray marching in GLSL3D with distances: rays, SDFs, normals, light, shadows and materials.
- Fractals in GLSLz = z² + c: the complex plane, escape coloring, Julia sets and deep zoom.