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hey2d
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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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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
Town Square
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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
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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.
marc-allaria
KDrone
7d
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ILOT BAMBO - MAYOTTE
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ILOT BAMBO - MAYOTTE MAYOTTE - 5 PHOTOS Fr En 🇫🇷 Il y en a des îlots autour de Mayotte. Beaucoup. Celui-ci est sans doute le bijoux de la côte Est. Une partie agressive, difficilement accessible et peu
hey2d
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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
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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
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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
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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
onee
Splinterlands
2d
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New Card Purchased | 41 Mana Amazing Battle In Modern Rank!
Hello..!! My dear Splinterlands Warrior I am @onee from Bangladesh Today is Tuesday, 13 October, 2026 Source Hello friends, how is everyone doing? I hope you are all well and having a great day. Today,
hey2d
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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
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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
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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
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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
dreloop07
Holozing Community
5d
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Playing Holo "Holo Swarm" progress and experience.
Hello my friends from the @holozing community, who wants to speak to @dreloop07, after a long time without producing any posts, I'm back to talk about the Alpha version of the game holozing, building within
hey2d
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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
hey2d
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Creating a Procedural Night Sky and Stars in GLSL
When you look into the night sky, the stars seem randomly scattered. Some are bright. Some are barely visible. Some appear grouped together while others sit alone. Although they look random, we can recreate
hey2d
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Creating Procedural Clouds in GLSL
Look at the sky on a clear day. Clouds rarely have sharp edges. They slowly grow, merge together, drift across the horizon, and disappear. If you look closely, you'll notice large cloud formations filled
hey2d
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Adding Reflections and Highlights to Procedural Water in GLSL
Think about standing beside a lake on a sunny day. The water is not one solid color. Bright highlights appear where sunlight hits the waves. Some parts look dark. Others reflect the sky. These differences
stefano.massari
Olio di Balena
2d
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13-10-2026 – Finance – Stocks [EN]-[IT]
~~~ La versione in italiano inizia subito dopo la versione in inglese ~~~ ENGLISH 13-10-2026 – Finance – Stocks [EN]-[IT] With this post, I would like to keep my followers updated on the performance of
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Creating Procedural Water in GLSL
Water is always moving. Sometimes it forms gentle ripples across a lake. Sometimes it crashes into waves. Sometimes it reflects the sky so clearly that it almost looks like glass. Although real water is
hey2d
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Creating Procedural Smoke in GLSL
Smoke behaves very differently from fire. Fire is energetic. Smoke drifts slowly. It spreads outward. It fades into the air. Instead of sharp movements, smoke relies on soft transitions and gradual changes.
hey2d
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Creating Procedural Wood Grain in GLSL
Look at the cross section of a tree trunk. You'll notice a series of rings spreading outward from the center. These rings aren't perfectly smooth. They bend. They twist. They become thinner in some places
hey2d
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Creating a Procedural Marble Texture in GLSL
Walk through an old building made from marble and you'll notice something interesting. No two pieces look exactly alike. Every slab contains flowing veins. Some areas are bright. Others are dark. The lines
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