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GLSL Shaders from Scratch

20h 11m 38s
English
Paid
This course is designed for developers who want to learn how to create impressive visual effects. From control functions and lighting models to AAA-level realistic grass and procedurally generated landscapes built purely on mathematics, you will not only learn how to create beautiful shaders but also gain the tools for further independent growth in this area.

About the Author: SimonDev

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About SimonDev

Hello! My name is Simon. I am a senior graphics engineer with more than 20 years of experience. Many people know me from my YouTube channel, which has over 214,000 subscribers.

Early Work

I hold a computer science degree from the University of Toronto. I started my career in the early 2000s as a graphics programmer on the original Xbox and PlayStation 2 consoles.

I focused on 3D rendering and performance work. I built custom engines and shader tools, created visual effects, and set up graphics pipelines. One of my projects, a custom shader graph system, was shown at GDC in 2007. This was long before common visual shader editors appeared.

Time at Google

I later joined the Chrome team at Google. I spent about seven years improving performance, building tools, and working on systems for profiling and tracking regressions at scale.

Side Projects

I also worked on several unusual projects. One was an MMO with millions of players and tens of thousands online at the same time. The server was written in C++, and the client ran in Adobe Shockwave.

I consulted on mobile game work for the iPhone. This included rewriting a backend from PHP to Python, which cut server costs from about $10,000 to about $50 per month.

What I Do Now

Today, I create technical demos and run a YouTube channel about real-time graphics, performance, and game development. I enjoy this work and aim to share the knowledge I have gained over the years.

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#1: Course Overview
All Course Lessons (71)
#Lesson TitleDurationAccess
1
Course Overview Demo
01:45
2
Welcome and Introductions
05:54
3
Sample Shader
02:53
4
GLSL Overview
03:22
5
Transformation Pipeline & Shader Inputs
07:27
6
Key Takeaways
02:18
7
IDE Setup & Template Code
04:17
8
Simple Colours & RGB
04:06
9
Shader Inputs - Varyings
03:48
10
Shader Inputs - Uniforms
04:14
11
Shader Inputs - Attributes
02:57
12
Simple Textures & Colours
07:35
13
Working with Alpha
03:48
14
Addressing
03:39
15
Filtering
04:22
16
Step, Mix, Smoothstep
17:47
17
Min, Max, Clamp, Saturate
04:25
18
Fract & Friends
15:36
19
InverseLerp, Remap, and the Derivative Functions
06:57
20
Sin/Cos
06:25
21
Common Vector Operations
08:03
22
Ambient & Hemi Lights
07:05
23
Lambertian Lighting & sRGB
07:37
24
Phong Specular
03:40
25
IBL Specular & Fresnel
07:52
26
Toon Shading
05:12
27
Recap
02:24
28
Simple Transformations
07:23
29
Varyings in Way More Depth
09:49
30
Project: Pop-In (easing functions)
02:10
31
Project: Warped Sphere
06:37
32
What are SDF's?
07:58
33
Simple Shapes
05:38
34
Transformations
03:47
35
Antialiasing & Shading
02:31
36
Boolean Operations
09:40
37
Project: Cloudy Day
34:15
38
Intro to Noise
03:39
39
Value & Gradient Noise
02:40
40
Filtering
06:36
41
Perlin & Simplex
10:07
42
More Noises!
14:18
43
Project: Landscape
12:15
44
Project: Burn Transition
07:22
45
Intro to PostFX
02:43
46
Basic Colour Manipulation
12:48
47
Colour Boost, Vignette, Pixelation
10:43
48
Distortions & Ripples
06:58
49
Stars
13:38
50
Planet
21:52
51
Intro
02:40
52
Theory
09:42
53
Basic Implementation
15:24
54
Advanced Features
26:44
55
Project: Terrain
30:42
56
Initial Setup
02:57
57
Introduction & Outline
04:58
58
Overview of GDC Paper
04:55
59
Basic Idea and Approach
09:35
60
Single Blade of Grass
21:43
61
Basic Lighting & Wind
47:20
62
More details
32:57
63
Basic Particles
35:12
64
Particle Systems
02:45:52
65
Blending
01:15:24
66
GPU Particles - Stateless
01:05:52
67
GPU Particles - Stateful
01:04:40
68
GPU Particles - Advanced
49:31
69
GPU Particles - Boids
01:35:03
70
GPU Particles - Boids 2
01:04:31
71
GPU Particles - Boids 3
15:01
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