<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[RSS Feed]]></title><description><![CDATA[RSS Feed]]></description><link>https://ecency.com</link><image><url>https://ecency.com/logo512.png</url><title>RSS Feed</title><link>https://ecency.com</link></image><generator>RSS for Node</generator><lastBuildDate>Mon, 13 Jul 2026 14:45:13 GMT</lastBuildDate><atom:link href="https://ecency.com/@hey2d/rss" rel="self" type="application/rss+xml"/><item><title><![CDATA[GLSL Lesson 4: Reshaping Light and Shadow with pow()]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/glsl-lesson-4-reshaping-light-and-shadow-with-pow-eh</link><guid isPermaLink="true">https://ecency.com/@hey2d/glsl-lesson-4-reshaping-light-and-shadow-with-pow-eh</guid><category><![CDATA[coding]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Sun, 12 Jul 2026 16:00:54 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEybSiDtgvDKYy2LqaGxKQC7oCBBxzcvXFFXSvNn1nqqwpZubx2nMT2QuFNUfUWuMGxP3grQ7xrVhG5otzqsnuiCyRidppXjtPx7B7KDrEbZZiW?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[GLSL Lesson 3: Understanding clamp() by Breaking and Fixing Colors]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/glsl-lesson-3-understanding-clamp-by-breaking-and-fixing-colors-6du</link><guid isPermaLink="true">https://ecency.com/@hey2d/glsl-lesson-3-understanding-clamp-by-breaking-and-fixing-colors-6du</guid><category><![CDATA[tutorial]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Sun, 12 Jul 2026 15:10:09 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyd8Mryb4ik6a4omcCfUgkcecrJYuRQupfPJAVnB3dE1Do66LYRJZg62WGAo2SPnVRWnv6n6YeezP7LWsKeaECNMeHLi2heT5SGTEct8SfuoxS?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Gradients: When Color Learns About Position]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/gradients-when-color-learns-about-position-h7n</link><guid isPermaLink="true">https://ecency.com/@hey2d/gradients-when-color-learns-about-position-h7n</guid><category><![CDATA[hive-125125]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Sun, 12 Jul 2026 12:06:06 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEybHLevVGVxgUrF1WGnntecoQDeZCnU8XUCtFMVuRE1QoM4rmRfLELnK3zeaHjeNK1ayzr6kJ3qANxLXrGSPrxu6RSY1eAn6VcXTD1Tx1PZ5y8?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Your First Shader: Painting the Entire Screen One Color]]></title><description><![CDATA[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.]]></description><link>https://ecency.com/@hey2d/your-first-shader-painting-the-entire-screen-one-color-acb</link><guid isPermaLink="true">https://ecency.com/@hey2d/your-first-shader-painting-the-entire-screen-one-color-acb</guid><category><![CDATA[tutorial]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Sun, 12 Jul 2026 11:06:03 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyb9pEQHV35YAA42388Fw3H5PWEy7ztpT8jLs2n3tRvaWwDE5MV41MhLVjn9V4yGQYyLeM5JNjt59AEweGoYyhvXayKs42jLkEi58YfYgYezsx?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[The Strange Case of vUv.st: Why GLSL Keeps Swapping Coordinate Names]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/the-strange-case-of-vuvst-why-glsl-keeps-swapping-coordinate-names-ded</link><guid isPermaLink="true">https://ecency.com/@hey2d/the-strange-case-of-vuvst-why-glsl-keeps-swapping-coordinate-names-ded</guid><category><![CDATA[learning]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Sat, 11 Jul 2026 19:12:45 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyaZ17ZtknbhUdSS4epBBDUSNNcGouU6m52N7cAGCsneaicS2piaQgwsnjPdN6mzxFKV7kq4vJ9bE29TewoZaz8Qnnx3nH8oQYM5d2RWpn53ze?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Lesson 9 — HSB: When Color Stops Being Fixed and Starts Becoming a Space]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/lesson-9-hsb-when-color-stops-being-fixed-and-starts-becoming-a-space-5hq</link><guid isPermaLink="true">https://ecency.com/@hey2d/lesson-9-hsb-when-color-stops-being-fixed-and-starts-becoming-a-space-5hq</guid><category><![CDATA[tutorial]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Sat, 11 Jul 2026 17:26:21 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEybj8j3WN6pT5vrUra3xzu24EvnKsWk3X4x7MmomqjFmAH4E7nVXZkF17mAZ2zRhqUJX6Vt4gAj9D72HVjhxaBEAz7ecGeLfoackM4KpuSPdh8?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Gradients, Distance, and Why Shaders Start With a Line]]></title><description><![CDATA[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,]]></description><link>https://ecency.com/@hey2d/gradients-distance-and-why-shaders-start-with-a-line-9to</link><guid isPermaLink="true">https://ecency.com/@hey2d/gradients-distance-and-why-shaders-start-with-a-line-9to</guid><category><![CDATA[learning]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Sat, 11 Jul 2026 15:40:03 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEydJcxMktv72MtohZ8NDvzSpnJBDQwaKafSHzC3vYzsn6zgMwS8FhoQzLsW4fVyqLucWwbNxdVnwTjQayjBWs5ua6TmxFFJbEynan9WqXCbv8W?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Why Xbox and the Big Gaming Companies Are Actually Terrified]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/why-xbox-and-the-big-gaming-companies-are-actually-terrified-fwu</link><guid isPermaLink="true">https://ecency.com/@hey2d/why-xbox-and-the-big-gaming-companies-are-actually-terrified-fwu</guid><category><![CDATA[hive-167922]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Fri, 10 Jul 2026 20:20:57 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyb89pRN8NcpD9nLjbK5HFK3nrENh7p62Cc1YZTpYGWpbTcZZkM7Zpq8A5PKrq6m8Ks9q662sjBWPYwqw4Rm9JtffEhPhiz9nfYnHa9AmD7WXQ?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Gaming Just Became the Biggest Entertainment Business on Earth]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/gaming-just-became-the-biggest-entertainment-business-on-earth-e1q</link><guid isPermaLink="true">https://ecency.com/@hey2d/gaming-just-became-the-biggest-entertainment-business-on-earth-e1q</guid><category><![CDATA[hive-125125]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Fri, 10 Jul 2026 19:43:15 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyb94VLV8dCT5dVBZZYz76pKWaZUNbFmfbQq2tx5ArgoJs6cuKBB4riXURJsBKMTYGfnCRajr4JFB4ADuK3GmREJMoMBTbHXirJgmQT15ggBXk?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[The Strange Case of vUv.st: Why GLSL Keeps Swapping Coordinate Names]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/the-strange-case-of-vuvst-why-glsl-keeps-swapping-coordinate-names-krr</link><guid isPermaLink="true">https://ecency.com/@hey2d/the-strange-case-of-vuvst-why-glsl-keeps-swapping-coordinate-names-krr</guid><category><![CDATA[learning]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Fri, 10 Jul 2026 18:28:12 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyaZ17ZtknbhUdSS4epBBDUSNNcGouU6m52N7cAGCsneaicS2piaQgwsnjPdN6mzxFKV7kq4vJ9bE29TewoZaz8Qnnx3nH8oQYM5d2RWpn53ze?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[When Color Learns to Breathe — A Shader That Swaps Mood Over Time]]></title><description><![CDATA[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,]]></description><link>https://ecency.com/@hey2d/when-color-learns-to-breathe-a-shader-that-swaps-mood-over-time-9mh</link><guid isPermaLink="true">https://ecency.com/@hey2d/when-color-learns-to-breathe-a-shader-that-swaps-mood-over-time-9mh</guid><category><![CDATA[learning]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Fri, 10 Jul 2026 07:03:57 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyaSmk4GWou1S6ZH3VhRyVLBCdN1Lmnv8ayxYg2ZHrpNvsRretkJM7y3bakLdxY2pfahCeikja9VcYFMeah2aMxvPdzfir93GLAoeyFHnUvVQi?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Creating Smooth Value Noise in GLSL]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/creating-smooth-value-noise-in-9ba67d09524bd</link><guid isPermaLink="true">https://ecency.com/@hey2d/creating-smooth-value-noise-in-9ba67d09524bd</guid><category><![CDATA[learning]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Fri, 10 Jul 2026 05:44:36 GMT</pubDate><enclosure url="https://i.ecency.com/p/7b4bio5hobgtGQM7gKBTf1ExassEw88fwPbBsMaf6ojosjHX3C8qbWAaiaLpjwjq53GGYP4T1QJVqbyDX4TBxXFb5zTuMDkrUYfjgcXzykcb6feXqbQq2i1cyd1y6FASBTMruiUrxTLQkoArsYKUbrtxJhM8?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Colors in GLSL: A Beginner’s Guide to Shaders and Color Control]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/colors-in-glsl-a-beginners-guide-to-shaders-and-color-control-bzj</link><guid isPermaLink="true">https://ecency.com/@hey2d/colors-in-glsl-a-beginners-guide-to-shaders-and-color-control-bzj</guid><category><![CDATA[learning]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Fri, 10 Jul 2026 04:12:54 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyaSaMFgjUVkZqUi9eYjg9uDHcnVWJv8T7izSPoyS9o9qQ8CgkJusWxnyZ7HkKd4L7tTEADFQKqwBHxPBBJTKQZVndULAYL8vbxYxGExj8Xi9t?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Understanding UV in GLSL: The Key to Mapping Space in Shaders]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/understanding-uv-in-glsl-the-key-to-mapping-space-in-shaders-1w</link><guid isPermaLink="true">https://ecency.com/@hey2d/understanding-uv-in-glsl-the-key-to-mapping-space-in-shaders-1w</guid><category><![CDATA[learning]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Thu, 09 Jul 2026 18:00:24 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyazXxpzfSF79aD5JnGFTjicHd8dewDfS4RdpDE6kgDZKRi4VH9jmyMiZyURMZP8mQ4WnNGxLwqECaCWu534McENjmnhHh8NfwgW3BpcSkJjhx?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Are Vector Components Constants in GLSL? Understanding What Vectors Really Are - TUTORIAL 7]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/are-vector-components-constants-in-glsl-understanding-what-vectors-really-are-tutorial-7-969</link><guid isPermaLink="true">https://ecency.com/@hey2d/are-vector-components-constants-in-glsl-understanding-what-vectors-really-are-tutorial-7-969</guid><category><![CDATA[tutorial]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Thu, 09 Jul 2026 17:53:15 GMT</pubDate><enclosure url="https://i.ecency.com/p/W5LtFUPm6g73Gz3nUXFAek4cLXWkVtUrs4htyR8NzcF1Sxft3vXU2g2pYM4Tt1roviX7AQVkH5uRN3swjpXwt3kSvREQrcMTHREXpKX9abPhP3qSjaS6WinVjACeFJSGXjiGE6tVRTzaUhgVZ4rje6Gd5ApFx?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Textures and Swizzling in GLSL: How Shaders Read and Rearrange Data ]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/textures-and-swizzling-in-glsl-how-shaders-read-and-rearrange-data-lesson-6-chu-a7m</link><guid isPermaLink="true">https://ecency.com/@hey2d/textures-and-swizzling-in-glsl-how-shaders-read-and-rearrange-data-lesson-6-chu-a7m</guid><category><![CDATA[learning]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Thu, 09 Jul 2026 17:45:15 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyaSadSQSfqRFVvdzA2q3akSv4w7xs1r5BDHmuxGTaFokma6hWSh47jwQzy29dHVnzFjtnBCJbmFPpAtxAE4FLeFgDnC5XqVYKaf9aC2s18hS6?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Textures and Swizzling in GLSL: How Shaders Read and Rearrange Data : Lesson 6]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/textures-and-swizzling-in-glsl-how-shaders-read-and-rearrange-data-lesson-6-gow</link><guid isPermaLink="true">https://ecency.com/@hey2d/textures-and-swizzling-in-glsl-how-shaders-read-and-rearrange-data-lesson-6-gow</guid><category><![CDATA[learning]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Thu, 09 Jul 2026 16:53:39 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEyaSadSQSfqRFVvdzA2q3akSv4w7xs1r5BDHmuxGTaFokma6hWSh47jwQzy29dHVnzFjtnBCJbmFPpAtxAE4FLeFgDnC5XqVYKaf9aC2s18hS6?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Drawing a Diagonal Line with GLSL]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/drawing-a-diagonal-line-with-glsl-2kv</link><guid isPermaLink="true">https://ecency.com/@hey2d/drawing-a-diagonal-line-with-glsl-2kv</guid><category><![CDATA[tutorial]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Thu, 09 Jul 2026 16:39:00 GMT</pubDate><enclosure url="https://i.ecency.com/p/9vWp6aU4y8kx94BZeHG5xaUiwDKskFzDhSdEycqgoJZBfR9zWPZwHQRy4vCkPshWv6KvUeWyWngWcWVRw1gbYmXoiNT4JzwghYeBU2stTsrk3nBZdnJUhsJaJL2adDs2PGoTYnM3pY7dV7Lj8?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Drawing Curves with Math Using `pow()` - lesson 5 - GLSL]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/drawing-curves-with-math-using-pow-lesson-5-glsl-7xd</link><guid isPermaLink="true">https://ecency.com/@hey2d/drawing-curves-with-math-using-pow-lesson-5-glsl-7xd</guid><category><![CDATA[learning]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Thu, 09 Jul 2026 16:29:03 GMT</pubDate><enclosure url="https://i.ecency.com/p/W5LtFUPm6g73Gz3nUXFAek4cLXWkVtUrs4htyK3WQ5ugAT36LNZ2hXx2XHGV5K2z9MdQ575oNQ6HycGjrzZrNddWXXeMGGN3pDoMi89rzepAwyLAQmesvBYYtvi7SfUBLUf683spEjnkhxmkDGiwfpfnSvKq8?format=match&amp;mode=fit" length="0" type="false"/></item><item><title><![CDATA[Creating Procedural Galaxies and Nebulas in GLSL]]></title><description><![CDATA[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]]></description><link>https://ecency.com/@hey2d/creating-procedural-galaxies-and-nebulas-in-glsl-em9</link><guid isPermaLink="true">https://ecency.com/@hey2d/creating-procedural-galaxies-and-nebulas-in-glsl-em9</guid><category><![CDATA[coding]]></category><dc:creator><![CDATA[hey2d]]></dc:creator><pubDate>Wed, 08 Jul 2026 18:44:03 GMT</pubDate><enclosure url="https://i.ecency.com/p/7b4bio5hobgtGQM7gKBTf1ExassEw88fwPbBsPVLAsr2asnpQx66hjPnJmyqXvhapqgn9zBMpcdUUNqppRYBru26Hu5CQzHLPVK55pAieM7qXrt4fWD4dX2oFgGsXQ8ADCSk8B9euJ2urd9XXMVRtp4uoUES?format=match&amp;mode=fit" length="0" type="false"/></item></channel></rss>