fragment shader
3:53:11Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]
1.9M views • 5 years ago
Freya Holmér
The first part of Freya Holmer's three-part, nearly four-hour lecture on shader coding for game devs in Unity. It covers what shaders are, vertex and fragment shaders, interpolators, data types, blending and textures.
2:01The Drive Home - ShaderToy
11K views • 9 years ago
The Art of Code
A short ShaderToy piece by Martijn Steinrucken (The Art of Code) that renders rain on a windshield during a night drive, with blurred bokeh lights. It is set to music.
15:39ShaderToy LiveCoding - The Drive Home - 1. Basic Setup
28K views • 9 years ago
The Art of Code
The first part of a ShaderToy live-coding series that lays the groundwork for The Drive Home, a rainy night-traffic shader. It covers basic setup and builds toward rain and bokeh effects.
1:15Sonic behind waterfall - RetroArch shader comparison
30K views • 9 years ago
PenguinWeirdness
A one-minute demo comparing RetroArch shaders on the Sonic the Hedgehog waterfall, where Sega Genesis dithering creates a transparency effect. It shows how different shaders emulate the CRT look.
43:13Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
29K views • 2 years ago
Digital Dragons
A Remedy engineer explains how Alan Wake 2 moved to a GPU-driven rendering pipeline built on mesh shaders, culling and rendering meshlets for dense vegetation on PS5 and Xbox Series consoles.
24:02Learn to Paint with Mathematics
191K views • 12 years ago
Inigo Quilez
Inigo Quilez live-codes a painting using only mathematics in a shader, building it up step by step. The linked Shadertoy source shows the result.
5:43:06LIVE Coding "Happy Jumping"
106K views • 7 years ago
Inigo Quilez
Inigo Quilez live-codes the "Happy Jumping" animated scene in a Shadertoy GLSL shader over about six hours. He builds the raymarched character step by step, explaining the math and procedural techniques, with checkpoints linked for each stage.
18:18I Tried Turning Games Into Text
571K views • 2 years ago
Acerola
Acerola explores building a shader that turns games into ASCII art, walking through techniques such as brightness mapping and edge detection to see whether it looks good.
3:58This game DISAPPEARS if you pause it!
687K views • 1 year ago
Branta Games
A game-dev video demonstrating a noise shader in Godot where shapes are visible only in motion against animated noise and vanish when the game is paused or screenshotted. The demo is available on GitHub.
17:54Coding Adventure: Ant and Slime Simulations
2.2M views • 5 years ago
Sebastian Lague
Sebastian Lague explores an ant-inspired algorithm and simulates ant and slime mold behavior, using compute shaders. Source code for both simulations is available.
40:18"Compacting the Uncompactable" by Bobby Powers
29K views • 7 years ago
Strange Loop Conference
Bobby Powers presents Mesh, a drop-in malloc replacement that eliminates memory fragmentation in unmodified C/C++ programs by compacting memory. The talk covers how it works despite C's fixed object addresses, and its benefits for programs like Redis.
4:17Dunkey's Guide to Streaming Services
2.7M views • 2 years ago
videogamedunkey
Videogamedunkey's satirical guide to the fragmented streaming service landscape, ending in a joke about how to watch King Kong.
24:46Painting a Character with Maths
458K views • 5 years ago
Inigo Quilez
Inigo Quilez live-codes a cartoon character painting entirely from math, using signed distance fields in a Shadertoy shader. He explains each step of building the image from formulas.
42:00I painted a Landscape with Mathematics
812K views • 4 years ago
Inigo Quilez
Inigo Quilez live-paints a mountain landscape using only math in a shader, building up from a basic polynomial noise surface through fractal terrain, lighting and atmosphere. The code runs in real time on Shadertoy so viewers can edit it as they follow along.
1:33:12De-fragmenting C++: Making Exceptions and RTTI More Affordable and Usable - Herb Sutter CppCon 2019
90K views • 7 years ago
CppCon
Herb Sutter's CppCon 2019 talk on the split in the C++ community over exceptions and RTTI. He proposes making exceptions cheaper and more usable, including a zero-overhead, Result-like design.
22:13what did you do
1.5M views • 11 months ago
Noodle
Noodle explores how retro pixel art was designed for CRT displays and why games look different on LCDs, with input from pixel artists and CRT researchers.
36:10CppCon 2019: Emery Berger “Mesh: Automatically Compacting Your C++ Application's Memory”
15K views • 7 years ago
CppCon
Emery Berger's CppCon 2019 talk introducing Mesh, a drop-in malloc replacement that compacts memory in unmodified C and C++ programs. It tackles fragmentation by merging pages without changing pointers.
10:14Making a heart with Maths
112K views • 9 years ago
Inigo Quilez
Inigo Quilez shows step by step how to build a simple heart shape from mathematics and shaders, with code on Shadertoy. It is an introduction to procedural graphics and signed distance functions.
31:07Crafting A Tiny Open World: A Short Hike Postmortem
521K views • 6 years ago
GDC Festival of Gaming
Adam Robinson-Yu's GDC 2020 talk on how he shelved a big project to prototype what became A Short Hike. He covers the solo development process and technical choices like a pixel shader over low-poly models.
3:35Intrinsic Gravity by Still
224K views • 11 years ago
TiXL
Intrinsic Gravity is a real-time demoscene production by Still, made with the Tooll tool for Under Construction 2014. It is a black-and-white op-art animation with a soundtrack by hoffman.
21:46Surface-Stable Fractal Dithering Explained
646K views • 1 year ago
runevision
Rune Skovbo Johansen explains Surface-Stable Fractal Dithering, a technique he invented and released as open source. It makes dithering stick to 3D surfaces and covers the experiments and shortcomings along the way, inspired by Return of the Obra Dinn.
51:06NVScene 2015 Session: How to Create Content with Signed Distance Functions (Johann Korndörfer)
35K views • 11 years ago
NVScene
Johann Korndorfer's NVScene 2015 talk on building content with signed distance functions. It focuses on patterns that make SDF modelling more structured, arguing that SDFs capture a shape's essence like vector graphics do compared with polygons or voxels.
1:11:44DebConf 14: QA with Linus Torvalds
737K views • 12 years ago
Adnan Hodzic
A 72-minute Q&A with Linus Torvalds at DebConf 14. Topics include the pain of distributing Linux binaries, distro fragmentation, kernel backwards compatibility, GPLv2 versus GPLv3 and conduct.
7:32Ted Nelson demonstrates Xanadu Space
84K views • 18 years ago
photonhunter
Ted Nelson demonstrates Xanadu Space, his software for representing hypertext in three-dimensional space with linked, referenced content fragments.
1:12:122017 ACM PPoPP Keynote: It's Time for a New Old Language
7K views • 9 years ago
Guy Steele
Guy Steele's PPoPP 2017 keynote surveying the history of computer science metanotation, including BNF, inference rules, and overline notation. He argues the field's notations are inconsistent and fragmented.
20:28The UK's Failed Experiment in Rail Privatization
2.1M views • 5 years ago
Wendover Productions
Wendover Productions explains how UK rail privatization worked and why it failed. It covers the fragmented operator and infrastructure structure and why market forces apply poorly to rail.
8:19Code Bubbles: Rethinking the User Interface Paradigm of Integrated Development Environments
284K views • 16 years ago
AndrewBragdon
A short demo of Code Bubbles, an IDE interface built around editable code fragments in bubbles instead of files. It was a research prototype for Java development.
12:32chernobyl 2013: radioactive ant bites & 115 mSv/h of pure gamma radiation
604K views • 12 years ago
bionerd23
A YouTuber explores the Chernobyl zone in 2013, takes a gamma spectrum of a hot reactor fuel fragment, and jokes about a radioactive ant bite. It is a hands-on amateur look at radiation in the exclusion zone.