>>5375666Oh wow anon, shaders are so amazing! What is this written in, GLSL or that new Vulkan API SPIR-V one? I loved playing with shadertoy and gawking at the amazing sights some enthusiasts conjured with raymarching or incomprehensible spherical trigonometry and vector fields and contours and calculus lol. A lot of the old demoscene people went into videogames and you can always tell - for example I know that some of the Finnish people went into Remedy and you can see their handiwork from the fire effects in the oldest Max Payne games to the surreal bloom lighting and shifting geometry terrain effects in CONTROL (pic related, a sort of SCP aesthetic inspired 3rd person shooter).
If you like shaders you can admire some at
https://www.shadertoy.com/ (very advanced ones including completely procedurally generated terrain and worlds, even interactive demos)
https://glslsandbox.com/some more basic effects here, they are still pretty
Most of these can easily be copy and pasted adapting some of the uniforms like u_time and u_resolution or u_mouse for various inputs etc (check the float formats)
also this man is a shader genius
https://iquilezles.org/his website contains some amazing reference for coding. For example I have used this
https://iquilezles.org/articles/functions/for some smoothstep functions remapping from zero to one to create noise gradients playing with some voronoi cell terrain etc.
another good reference is this man
http://paulbourke.net/contains more geometric knowledge than you will ever need. In the end shaders come down to pure geometry and calculus, that is why they are so hard