1 - Introduction
Join me on a shader journey through Patricio Gonzalez Vivo and Jen Lowe's Book of Shaders.
Chapter 1 - The Book of Shaders
Chapter 1 of the Book of Shaders explains what shaders are. I've distilled some of this information into a blog post but I'll repeat some of it here.
What Are Shaders?
Shaders are instructions for constructing images on a computer.
Shaders are written such that each pixel can be calculated indepently, meaning that video-card GPUs can parallelize the generation of each pixel. This makes shaders incredibly fast, even for complex generated scenes.
GLSL, the OpenGL Shader Language, is based on the C programming language.
A few OpenGL / WebGL / GLSL Resources:
Shader Challenge
I'm going to document my learning on this website as I work through each chapter in The Book of Shaders.
The challenge:
- Write at least one well-commented GLSL shader per chapter.
- Document my learning side-quests in math and colour theory.
- Play around with recreating my GLSL shaders as Unreal Engine node-based Materials.
Chapters Complete So Far
So far I've worked my way through chapters 1 through 5:
- Chapter 1 - Introduction (This Page)
- Chapter 2 - Hello World
- Chapter 3 - Uniforms
- Chatper 4 - Running Your Shaders
- Chatper 5 - Shaping Functions