Dirty Shader Bulls$%t B$£@a£ds

So I have been finding more and more that I want to do some low level shaders to really kick in some amazing effects on FlbSprites in Flibble, and generally do radical graphical display stuff. Now, I am not a shader King, nor even a Prince or Pauper, I am basically a shader gobshite and that has meant a lot of learning...


Le Basics...

I had to start right at the beginning by trying to find the answer to "What the f is shader?", which led me to this rather fantastic wiki. After reading that at least 16 times I had convinced myself that I was only going to focus on Fragment, hereafter known as Pixel, shaders as those did what I wanted (basically they go through each pixel and manipulate it in some way).

Moving On

I moved onto looking at the examples in the Shader Lab in Codea itself, which excellent though rather prone to crashing so save to Dropbox often :tiger:! These were good but a bit basic for what I was thinking, then I came across the might Shadertoy. This thing is amazeballs :bomb: and is brimming with fabulous examples of the powerful things shaders can do. I settled on a couple of basic examples, from making things grayscale and sepia, to dithering and crosshatching (and overlaying ASCII if I can get it to work) and porting them to Codea and it was reasonable straight forward.

A few things to note:

Notes for Flibble

So after getting to grips with shaderz (the z really sets it off) I needed to get them into the Flibble pipe so I have added setShader to the FlbSprite class which will ship with v0.2 along with all of the shaderz I have so far put together :gift:.

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