A different intro I particularly enjoyed is A Journey into Shaders[0], which succinctly covers signed distance functions and leaves you with a small finished project.
Previously discussed : 555 points by superMayo on Oct 26, 2023 | 71 comments | https://news.ycombinator.com/item?id=38032288
Oh, OK. The authors have chronic obsessive abstraction syndrome, aka Endpoint Avoidance. What a shame.
Anyone have links to an actual PDF of it? Or a zip of the entire 'book' fileset?
Also they have the benefit of having been designed from the ground up for managed languages on the host side.
The major paint point is lack of debugging tools, as browser vendors don't see as a priority having that kind of support on their developer tools.
In my experience, the LLM is usually good at surveying the field, finding resources you might not have found, and evaluating the quality of learning resources. The report that comes back might be super juicy, or it might just point you in some new directions, but it will probably help you get unstuck.
There are plenty of resources out there as you get more advanced, but imo bookofshaders is a great starting resource.
Such a shame it has never been completed.
Compute shaders are much more interesting and widely used in modern graphics though. No fixed rasterizing setup needed, just buffers for data in/out and a kernel with access to the usual GPU syncing primitives in between.
This was back in 2020,
https://github.com/9ballsyndrome/WebGL_Compute_shader/issues...
Thankfully we are all now writing easy, portable, WebGPU computer shaders, even ShaderToy supports them now. /s
Also, there may be many earlier posts about this on HN.
The terminology seems rather old.