OpenGL Fragment/Pixel Shaders (2020)| Color and Geometry
Have you ever wondered how color and gemoetric patterns get displayed by an OpenGL fragment shader? Why is graphics programming so mathy?
Well, we use functions to modify how color and geometry behave on-screen. The same algebraic functions you learned about in highschool.
I give you the basic rundown of how this gets achieved. Don't worry, the video isn't mathy.
It's a smooth introduction into what is going on... ...on a conceptual level.
Enjoy.
This series is based off of the free on-line book, "The Book Of Shaders", by Patricio Gonzalez Vivo and Jen Lowe. https://thebookofshaders.com/
If you feel like donating, please donate to those two; a donation link is found on their website linked above.
Editor used: https://patriciogonzalezvivo.github.io/glslEditor/ Algebra Functions: KhanAcademy - https://www.khanacademy.org/math/algebra-home/alg-functions
Subscribe to my Bitchute: https://www.bitchute.com/channel/gPUmRsVcChxX/ Subscribe to my Youtube: https://www.youtube.com/channel/UCar-9GMCRk9QdKJXq6s1yeg/ Subscribe to my lbry: lbry://@an_object_is_a#7
If you find value in what I do, think about supporting my channel: Paypal: https://www.paypal.me/anobjisa Bitcoin: 3H4NKKwPdbiE5Gtc3Uk2DiwszqHhrRbmKK Ethereum: 0x48702412F448a27be03836fb6FE6456603668030 Litecoin: MNJ4uv3GD4r62VpQ8rHX1Pj1ihWCj74hCK
Find me here: Twitter: https://twitter.com/anobjectisa1 Minds: https://www.minds.com/an_object_is_a/ Instagram: https://www.instagram.com/an_object_is_
121220883 Bytes