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Vertex and fragment shaders

Vertex and fragment shaders

Through my previous articles on shaders, I have worked exclusively with Surface functions to handle the shader logic. However, this function only handles certain aspects of rendering. What happens when you run your compiler, is that the surface function gets turned into what are called Vertex– and “per-pixel (or Fragment)”-functions. Compiling is basically like having a whole burger, then dropping it on the ground, witnessing its transformation into buns and patties before your very eyes. But what does vertex and…

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Introduction to shaders

Introduction to shaders

In a previous article, I talked about cel shaders and how to make your own. In this article I will walk you through the basics for shaders in general, for those of you who want a deeper understanding and explore the subject on your own. However, the focus of the article will be on understanding shaders, more so than writing them ourselves. The writing part will be covered in later articles. Anatomy: The best place to start is with the…

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Vector-based cloud system

Vector-based cloud system

During my studies, I was tasked with making a cloud spawning system. It had to be easily modifiable (in case the designer wanted to make changes) and work with a vector to describe the direction of the wind, alongside a value to represent the speed of the wind. By creating a prototype for this, it was determined that the easiest way to illustrate where the clouds would appear, was to restrain them to a bounding box. A random coordinate would…

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