- FragCoord
FragCoord is a browser-based shader playground and community site for writing animated GLSL-style visuals with a live preview, built by XorDev.
Docs describe an…
88% match
· <tool><browser><install><interactive><multi><shaders><glsl><shadertoy> - Qaws - C11 library for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D
Qaws is a dependency-free C11 library by soufianekhiat for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D.
It covers…
85% match
· <math><curves><documents><geometry><parametric><shaders><glsl><hlsl> - Matrix Calculator (matrixcalc.org)
Online matrix calculator supporting symbolic variables, useful for verifying transforms, projections, and shader math by hand.
79% match
· <math><tool><all><browser><debugging><expressions><variables><verification> - Spectral rendering, part 2: Real-time rendering
Spectral rendering, part 2: Real-time rendering is a November 2025 Moments in Graphics blog post by Christoph Peters on Monte Carlo wavelength sampling for efficient spectral…
69% match
· <math><functions><interactive><multi><noise><tables> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
69% match
· <tool><browser><functions><multi><shaders><sliders> - Freya Holmer - Acegikmo (YouTube)
Video tutorials visualizing math for graphics programming - vectors, splines, shader coding in Unity/HLSL, and geometric algebra.
67% match
· <math><all><easing><geometry><multi><shaders><hlsl> - Video Game Blurs (and how the best one works)
Video Game Blurs (and how the best one works) is an interactive graphics article on FrostKiwi's Secrets that teaches realtime blur algorithms in the browser with WebGL demos,…
65% match
· <math><account><browser><interactive><realtime><glsl> - Half-Precision Floating-Point, Visualized
Interactive notebook that visualizes how IEEE half-float (fp16) represents numbers, including precision loss and range limits.
62% match
· <math><tool><interactive><mobile><tables><glsl><hlsl> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
60% match
· <tool><browser><desktop><install><noise><shadertoy> - 3Blue1Brown (YouTube)
Animated math explainers on linear algebra, calculus, Fourier transforms, and other topics that underpin graphics and simulation.
58% match
· <math><all><curves><equations><geometry><shaders> - But what is a Laplace Transform?
But what is a Laplace Transform? is a 3Blue1Brown YouTube lesson that builds visual intuition for the Laplace transform as a tool that exposes exponential pieces inside functions…
56% match
· <math><equations><functions><multi><tables> - Shape Shader Functions WITHOUT Knowing Math!
This YouTube video from Cashew OldDew is a free shader lesson on using mathematical functions as shape-building tools in shaders, presented as one tutorial rather than a channel…
56% match
· <math><browser><functions><shaders><shaping> - Toroidally Progressive Stratified Sampling in 1D
Toroidally Progressive Stratified Sampling in 1D is an August 2025 blog post by demofox2 on The blog at the bottom of the sea about making stratified 1D Monte Carlo samples…
56% match
· <math><functions><noise><sequences><tables> - The Art of Code (YouTube Channel)
Video tutorials on advanced fragment-shader techniques - noise, fractals, raymarching, domain warping, and creative coding.
54% match
· <account><noise><remapping><glsl><shadertoy> - Google Filament Documentation
Official docs for Google's physically based real-time renderer - material model, lighting equations, image-based lighting, and mobile-oriented PBR design used in Filament and…
52% match
· <tool><equations><mobile><realtime><remapping> - Specular BRDF Reference
Side-by-side reference of Cook-Torrance microfacet BRDF terms (NDF, Fresnel, geometry shadowing) using consistent notation and UE4 roughness.
52% match
· <math><equations><geometry><porting><hlsl> - The Geometry Behind Normal Maps
The Geometry Behind Normal Maps is a technical article by Shlomi on shlom.dev that explains the geometric meaning of tangent space and how that local frame supports normal…
52% match
· <math><geometry><remapping><shaders><glsl> - Fast calculation of the distance to cubic Bezier curves on the GPU
Fast calculation of the distance to cubic Bezier curves on the GPU is an October 2025 technical article by ubitux on blog.pkh.me about cubic Bezier distances inside GLSL fragment…
52% match
· <math><curves><interactive><shaders><glsl> - Functions: Mix
Functions: Mix is a GM Shaders Mini tutorial by Xor on the shader mix function, covering the math behind linear interpolation and less obvious uses beyond blending two…
52% match
· <math><functions><remapping><shaders><glsl> - Half-baked: Probe warping
Half-baked: Probe warping is a personal technical essay on c0de517e.com about warping depth-aware probe data baked at one location to approximate results at another.
After…
52% match
· <math><constructions><discontinuities><prototype><shadertoy>