wjy + shaders   4

The Book of Shaders
This book is about the revolutionary computational technique, fragment shaders, that is taking digitally generated images to the next level. You can think of it as the equivalent of Gutenberg's press for graphics. This book is written for creative coders, game developers and engineers who have coding experience, a basic knowledge of linear algebra and trigonometry, and who want to take their work to an exciting new level of graphical quality. (If you want to learn how to code, I highly recommend you start with Processing and come back later when you are comfortable with it.) This book will teach you how to use and integrate shaders into your projects, improving their performance and graphical quality. Because GLSL (OpenGL Shading Language) shaders compile and run on a variety of platforms, you will be able to apply what you learn here to any enviroment that uses OpenGL, OpenGL ES or WebGL. In other words, you will be able to apply and use your knowledge with Processing sketches, open
book  shaders  programming  3d  imageprocessing  simulation  fragment  graphics  gamedev 
april 2016 by wjy
This is a gentle step-by-step guide through the abstract and complex universe of Fragment Shaders.
opengl  reference  webgl  glsl  books  shaders  tutorial  tutorials 
march 2015 by wjy

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