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hey2d
@hey2d
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2026-06-11 17:14
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hey2d
coding
2026-07-12 16:00
GLSL Lesson 4: Reshaping Light and Shadow with pow()
GLSL Lesson 4: Reshaping Light and Shadow with pow() Previous Lessons Lesson 1 Your First Shader: Painting the Entire Screen One Color In the first lesson, we learned the simplest thing a fragment shader
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hey2d
tutorial
2026-07-12 15:10
GLSL Lesson 3: Understanding clamp() by Breaking and Fixing Colors
In the first lesson, we learned the simplest thing a fragment shader can do: paint every pixel the same color. In the second lesson, we moved beyond a flat color and started creating gradients. Instead
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hey2d
Ecency
2026-07-12 12:06
Gradients: When Color Learns About Position
In the previous lesson, Your First Shader: Painting the Entire Screen One Color, we learned that a shader can fill the entire canvas with a single color by writing values into gl_FragColor. If you missed
hey2d
tutorial
2026-07-12 11:06
Your First Shader: Painting the Entire Screen One Color
So far we have been looking at code and breaking it apart piece by piece. That approach is useful, but there is another way to learn shaders that is often more effective: Change things and see what happens.
hey2d
learning
2026-07-11 19:12
The Strange Case of vUv.st: Why GLSL Keeps Swapping Coordinate Names
One of the recurring themes in learning GLSL is encountering pieces of code that seem completely unnecessary. You learn about vectors. You learn about coordinates. You start reading examples from The Book
hey2d
tutorial
2026-07-11 17:26
Lesson 9 — HSB: When Color Stops Being Fixed and Starts Becoming a Space
If gradients were the first time color became a relationship, HSB is where color starts behaving like a coordinate system. This is lesson 9 in the series, and it sits right after gradients — not as an
hey2d
learning
2026-07-11 15:40
Gradients, Distance, and Why Shaders Start With a Line
Most people think shaders begin with shapes, or light, or noise. But they don’t. They begin with a line, and what you choose to do with distance along that line. This code, pulled from The Book of Shaders,
hey2d
LeoFinance
2026-07-10 20:20
Why Xbox and the Big Gaming Companies Are Actually Terrified
Here's the strange part. Gaming is booming, revenue is up, more people are playing than ever, yet companies like Xbox are making moves that look like panic, not confidence. Pushing hard toward digital
hey2d
Ecency
2026-07-10 19:43
Gaming Just Became the Biggest Entertainment Business on Earth
There's a reason gaming keeps grabbing headlines lately: it's not a trend anymore, it's dominance. Year over year, game revenue has been climbing steadily, and the total money generated by games now roughly
hey2d
learning
2026-07-10 18:28
The Strange Case of vUv.st: Why GLSL Keeps Swapping Coordinate Names
One of the recurring themes in learning GLSL is encountering pieces of code that seem completely unnecessary. You learn about vectors. You learn about coordinates. You start reading examples from The Book
hey2d
learning
2026-07-10 07:03
When Color Learns to Breathe — A Shader That Swaps Mood Over Time
Lesson: 8 There’s something strangely alive about this kind of shader. Nothing moves, nothing is drawn in the traditional sense, yet the screen never stays the same. It quietly shifts between two colors,
hey2d
learning
2026-07-10 05:44
Creating Smooth Value Noise in GLSL
If you filled your screen with completely random values, the result would look like television static. Every pixel would be different from the one beside it. Nature rarely looks like that. Clouds change
hey2d
learning
2026-07-10 04:12
Colors in GLSL: A Beginner’s Guide to Shaders and Color Control
Color in GLSL is one of the first things that makes shader programming feel alive. You go from abstract math to something visible, expressive, and instantly creative. At its core, GLSL color is surprisingly
hey2d
learning
2026-07-09 18:00
Understanding UV in GLSL: The Key to Mapping Space in Shaders
UV coordinates are one of the most fundamental ideas in GLSL, yet they are often misunderstood when you first start working with shaders. At their core, UVs are simply a way to describe position inside
hey2d
tutorial
2026-07-09 17:53
Are Vector Components Constants in GLSL? Understanding What Vectors Really Are - TUTORIAL 7
One question almost every shader beginner asks is whether vector components such as .r, .g, .b, .x, .y, and .z are fixed values or special constants. The short answer is no. They are simply labels used
hey2d
learning
2026-07-09 17:45
Textures and Swizzling in GLSL: How Shaders Read and Rearrange Data
When most people start learning shaders, textures seem straightforward. They are images made up of pixels. But in GLSL, textures are much more than images. They are data containers, and understanding how
hey2d
learning
2026-07-09 16:53
Textures and Swizzling in GLSL: How Shaders Read and Rearrange Data : Lesson 6
When most people start learning shaders, textures seem straightforward. They are images made up of pixels. But in GLSL, textures are much more than images. They are data containers, and understanding how
hey2d
tutorial
2026-07-09 16:39
Drawing a Diagonal Line with GLSL
This is the fourth post in the GlSL learning series. Learning GLSL as a Beginner Understanding gl-Position: My First Real Vertex Shader Fragment Shaders Made Simple: What gl-FragColor Does What This Shader
hey2d
learning
2026-07-09 16:29
Drawing Curves with Math Using `pow()` - lesson 5 - GLSL
This is the fifth post in the GLSL learning series. Previous posts: Learning GLSL as a Beginner Understanding gl_Position: My First Real Vertex Shader Fragment Shaders Made Simple: What gl_FragColor Does
hey2d
coding
2026-07-08 18:44
Creating Procedural Galaxies and Nebulas in GLSL
Look at images captured by space telescopes. Galaxies are filled with glowing clouds of gas and dust. Some regions appear bright blue. Others glow purple, pink, or orange. The colors blend together smoothly
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