Procedural Textures: A Practical Introduction [Shaders Monthly #7]
In Episode #7 of Shaders Monthly, we talk about procedural textures. As a practical example, it is demonstrated how 2D shapes can be rendered with a GLSL shader using a signed distance function (SDF). Furthermore, we discuss how to perform distance-based anti-aliasing. Here is the code of the created shader: GSN Composer: https://www.gsn-lib.org/index.html#pr... C++: https://www.mathematik.uni-marburg.de... Java: https://www.mathematik.uni-marburg.de... 00:00 Pixel-Based vs. Procedural Textures 01:33 GSN Composer Graph Preparation 05:24 Shader Implementation 06:43 SDF of a Circle 09:59 Step, Smoothstep, Clamp 12:20 Distance-Based Anti-Aliasing 17:18 SDF of a Checkerboard 24:56 Applications Music: Left U Into - Otis McDonald (YouTube Audio Library)
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Procedural Noise: Value and Gradient Noise in GLSL [Shaders Monthly #8]
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What are Mipmaps? Texture Filtering in GLSL [Shaders Monthly #6]

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Microfacet BRDF: Theory and Implementation of Basic PBR Materials [Shaders Monthly #9]

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Deferred Shading [Shaders Monthly #14]

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Perspective Projection in GLSL [Shaders Monthly #2]

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