A collection of advanced GLSL shader techniques learned from creating four tiny demos under 512 characters. Covers volumetric rendering using 1/d contribution (physically grounded in inverse square law), isometric/dimetric camera setup with mathematical derivations, procedural noise with domain warping for terrain generation, and smooth minimum operators for organic shapes. Includes practical code examples, mathematical explanations using Sympy, and insights on mobile GPU driver bugs. Discusses the artistic and technical constraints of extreme code minimization.
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