[HN Gopher] A series of tricks and techniques I learned doing ti...
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A series of tricks and techniques I learned doing tiny GLSL demos
Author : ibobev
Score : 110 points
Date : 2025-12-08 16:44 UTC (6 hours ago)
(HTM) web link (blog.pkh.me)
(TXT) w3m dump (blog.pkh.me)
| rypskar wrote:
| Nice looking demos, I hope to some day manage to get results
| close to what you have.
|
| I started playing around with GLSL recently and the closest I
| have come to describing working with it is that it is like
| creating poetry using math. Getting started was much easier than
| I expected, getting good results is so far as hard as expected
| ux wrote:
| Thank you for the kind words, and you're on point with "poetry
| using math".
|
| I started 2-3 months ago or so doing this stuff, so don't be
| too intimidated to start. Especially with the two articles (Red
| Alp and this one), it should make it more accessible, hopefully
| :)
| WhyOhWhyQ wrote:
| This is really cool and inspirational! Looking forward to
| studying this closer!
| akomtu wrote:
| That's also a good test for chatbots: give it a picture and ask
| it to write a shadertoy demo that make this picture a 3d
| animation. So far the results are meh.
| YesBox wrote:
| Thanks for putting this together. Shaders are something I wish I
| had the time to dive deep into, but since I'm making a game, my
| time is very limited for the time being. i.e. I only learn what I
| need to.
|
| Only critique is.. if you're _sharing to teach_ , your
| compact/one line [460] char GLSL code is a poor delivery
| mechanism.
| lloeki wrote:
| I don't know, I kind of liked it.
|
| For once instead of being shoved a ready-made solution there's
| a short explanation of the core idea with a live example, but
| instead of a fully documented shadertoy it's like the answer is
| ROT13'd which makes me itch for implementing a solution myself.
| ux wrote:
| > Thanks for putting this together.
|
| I'm glad it reaches an audience :)
|
| > Only critique is.. if you're sharing to teach, your
| compact/one line [460] char GLSL code is a poor delivery
| mechanism.
|
| Understandable. Though, the demos are here to illustrate "what
| you can do with the trick I'm sharing". It's like, I'm teaching
| you how to do watercolor, and illustrate it with some paintings
| you won't be able to perform just with that knowledge. They're
| meant to inspire you to create. You're not looking at a
| tutorial, you're looking at art.
| arionmiles wrote:
| I'm oddly fascinated with GLSL shaders recently because I've been
| trying out a terminal which supports shaders. I have currently
| applied a retro terminal shader and love using terminal this way.
|
| What's a good way to get started learning to build/customize
| shaders with GLSL? I have an engineering math background but I
| was never the best at math. And GLSL syntax looks a bit tedious
| to be honest, but I'd love to dive in.
| ux wrote:
| > What's a good way to get started learning to build/customize
| shaders with GLSL?
|
| I gave some directions and resources in a comment here, it
| might help you:
| https://www.reddit.com/r/GraphicsProgramming/comments/1pgqis...
|
| > And GLSL syntax looks a bit tedious to be honest, but I'd
| love to dive in.
|
| With the vectorization everywhere, it's surprisingly convenient
| given how simple the syntax is. I personally just miss some
| sinpi/cospi/etc, and/or a PI and TAU constant.
| reactordev wrote:
| I'm not a fan of the minified glsl that guys like this produce
| but I do get a chuckle when variable declarations spell out
| damnit. The frustrations are real.
|
| That aside, i love the work, I just hate having to mentally grok
| the _d_ and _c_ style variables. As if number of chars minimum is
| the goal. Number of instructions yes, but we can do better than
| _d_ and _t_.
|
| Moonlight is beautiful.
| throwaway2046 wrote:
| The page almost crashed my phone... Archived version:
| https://archive.ph/9s9ys
| taeric wrote:
| The comic at the end made me chuckle more than it probably should
| have. :D
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