2.2 KiB
The Book of Shaders
This is a gentle step-by-step guide through the abstract and complex universe of Fragment Shaders.
Contents
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Getting started
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Algorithmic drawing
- Shaping functions
- Colors
- Shapes
- Matrices
- Patterns
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Generative designs
- Random
- Noise
- Fractional brownian motion
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Image processing:
- What is a texture?
- Image operations
- Kernel convolutions
- Filters
- Others effects
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Simulation
- Pingpong
- Conway
- Ripples
- Water color
- Reaction diffusion
- Voronoi
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3D graphics
- Lights
- Normal-maps
- Bump-maps
- Ray marching
- Environmental-maps (spherical and cube)
- Reflect and refract
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Appendix
About the Author
Patricio Gonzalez Vivo (1982, Buenos Aires, Argentina) is a New York based artist and developer. He explores interstitial spaces between organic and synthetic, analog and digital, individual and collective. In his work he uses code as an expressive language with the intention of developing a better together.
Patricio studied and practiced psychotherapy and expressive art therapy. He holds an MFA in Design & Technology from Parsons The New School, where he now teaches. Currently he works as a Graphic Engineer at Mapzen making openSource mapping tools.
Acknowledgements
Thanks to my wife Jen Lowe, for her unconditional support, help and time editing this book.
Thanks Scott Murray for the inspiration and advice.
Thanks Karim Naaji for contributing with support, good ideas and code.