Welcome to the Atlas of Shaders Scrapbox !
Resources, Articles, Tutorials
Xor sur X : "UVs to spherical polar coordinates: vec3 sphere(vec2 uv) { const float TAU = 6.2831853; vec2 rad = uv * vec2(TAU, TAU/2.0); return vec3(sin(rad.x-vec2(0,TAU/4.0)) * sin(rad.y), cos(rad.y)); }" / X
Code golfing a tiny demo using maths and a pinch of insanity
bµg: "#GLSL and #maths of the day. …" - Fosstodon
Cloud Compute by Xor - 0b5vr
Steerable Perlin Noise
魔法使いになりたい人のためのシェーダーライブコーディング入門 #3D - Qiita
Phantom Mode
SDF Modeler by Sascha Rode
9bit Science: Raymarching Distance Fields
Perfecting anti-aliasing on signed distance functions
Some thoughts on SDF raymarching ⁑ Dercuano
Algorithms for making interesting organic simulations
GLAST-VJ Code Editor
ubitux/ShaderWorkshop: A local shader development environment
Xor's Shader Arsenal
bµg: "I wish there was a better way …" - Fosstodon
Sharing everything I could understand about gradient noise
GitHub - ubitux/ShaderWorkshop: A local shader development environment