Resources aligned with the GLSL-extension concept
1) Languages / DSLs for shaders
- Funslang — a pure functional shading language that compiles to GLSL; ML/Haskell-inspired.
- Slang / Slang.D — an extensible (HLSL-like) shading language; Slang.D adds first-class automatic differentiation.
- GPipe (Haskell) — a typesafe functional GPU graphics EDSL with a shader DSL; alternative to imperative OpenGL.
2) SDF / Ray Marching libraries & examples
- easyshader — concise Python/Taichi SDF renderer with many primitives, transforms, and smooth ops.
- JumpFlooding-taichi — Taichi implementation of the Jump Flooding Algorithm for distance fields/Voronoi.
- awesome-taichi — curated Taichi projects; includes SDF generation, voxel tools, ray tracing demos.
3) Complex numbers / functional & abstract computation (Julia ecosystem)
- GLMakie.jl — OpenGL backend for Makie; high-performance interactive plotting/visualization.
- Luxor.jl — simple static 2D vector graphics in Julia (PNG/SVG, turtle graphics, clipping, etc.).
- Lindenmayer.jl — L-systems (fractal/plant growth) for procedural geometry and self-similar structures.
4) Quantum / holographic inspirations
- Fractal art with Qiskit — generating Julia-set fractals from quantum circuits (tutorial).
- Fractal animations on Raspberry Pi (Qiskit) — practical guide for quantum-driven fractal animations.
- Art makes quantum intuitive — research article referencing quantum-based Julia fractals.
5) Low-tech / constraint-driven culture (code golf, demoscene)
- Demoscene — size-limited “intros” (4K/64K) pushing procedural graphics/sound under extreme constraints.
- Shader Minifier — minify/obfuscate GLSL/HLSL; widely used in 4K/64K intros and beyond.
- Shader Code Golfing (tutorial) — practical tips for shrinking shader code while keeping effects.
- Bytebeat (Viznut) — “one-line” audio; ultra-minimal generative music as inspiration for compact expressions.
6) Fantasy console / constrained 3D experiments
- Noodle Engine (PICO-8) — generative 3D art “engine” for PICO-8; showcases compact rendering ideas.
- PICO-8 3D library (example) — lightweight 3D routines under strict token/resolution limits.
7) Math-first shader references (for SDF/complex)
- Inigo Quilez — Articles — foundational SDF/ray-marching/analytic gradients, distance ops, and more.
- CindyJS — interactive math/geometry engine with CindyScript; Möbius transforms, complex-plane workflows.
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