Neat little shader for a retro demo effect.
Good point, it is old but portable and carries the important concepts. This is a good teaching vehicle. Even though it's unlikely you'd use it in the wild much longer.
Long and good walkthrough on how to render nice clouds in real time.
Interesting point... What to do when there's no good option in the application runtime for the needed graphics drivers and kernel combination?
It's not that silly. It can come in useful in some cases, for artistic or debug reasons.
Looks like a nice resource to get started with graphics and 3D.
Nice little intro of the various components you need for graphics drivers. It's very much geared toward how it's organised on Linux.
Wondering why gamma correction is needed? Here is a good explanation of gamma and sRGB.
This can go a long way without much changes. It's definitely worth it.
This is a nice little algorithm and it shows how to approach it in Python while keeping it efficient in term of operations.
Struggling to understand tangent space and normal maps? This post does a good job to explain where this comes from.
We take text rendering for granted. That said, it's easier said than done, especially on the GPU.
Interested in how dithering works? All the algorithms you will ever need are probably on this list.
It's just impressive what we can achieve with instanced rendering. Even the mobile web browsers support it nowadays.
Wonder what is gamma correction and why it's needed? This is a nice and short explanation.
I think this effect is a usability nightmare. That said it's interesting to see which CSS and SVG tricks can be used to simulate it. This opens the door to other effects.
Very interesting exploration of the various types of blurs used in games and GUIs. Starting simple then building up all the way to the Dual Kawase Blur... and a bit beyond.
Nice effect, well explained with a shader implementation.
Nice deep dive into the theory behind PBR approaches.
Looks like a neat way to learn shader programming.