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hey2d (58)Hivebuzz level badge

nothing..

3 followers165 posts2 following94 HP
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Joined June 2026 Active 26 days ago

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  • hey2d (58)in #coding • 26 days ago
    featured

    GLSL Lesson 4: Reshaping Light and Shadow with pow()

    GLSL Lesson 4: Reshaping Light and Shadow with pow() Previous Lessons Lesson 1 Your First Shader: Painting the Entire Screen One Color In the first lesson, we learned…
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    • hey2d (58)in #tutorial • 26 days ago
      featured

      GLSL Lesson 3: Understanding clamp() by Breaking and Fixing Colors

      In the first lesson, we learned the simplest thing a fragment shader can do: paint every pixel the same color. In the second lesson, we moved beyond a flat color and started…
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      • hey2d (58)in #tutorial • 26 days ago
        featured

        Your First Shader: Painting the Entire Screen One Color

        So far we have been looking at code and breaking it apart piece by piece. That approach is useful, but there is another way to learn shaders that is often more effective:…
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        • hey2d (58)in #learning • 27 days ago
          featured

          The Strange Case of vUv.st: Why GLSL Keeps Swapping Coordinate Names

          One of the recurring themes in learning GLSL is encountering pieces of code that seem completely unnecessary. You learn about vectors. You learn about coordinates. You…
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          • hey2d (58)in #tutorial • 27 days ago
            featured

            Lesson 9 — HSB: When Color Stops Being Fixed and Starts Becoming a Space

            If gradients were the first time color became a relationship, HSB is where color starts behaving like a coordinate system. This is lesson 9 in the series, and it sits right…
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            • hey2d (58)in #learning • 27 days ago
              featured

              Gradients, Distance, and Why Shaders Start With a Line

              Most people think shaders begin with shapes, or light, or noise. But they don’t. They begin with a line, and what you choose to do with distance along that line. This code…
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              • hey2d (58)in #learning • 28 days ago
                featured

                The Strange Case of vUv.st: Why GLSL Keeps Swapping Coordinate Names

                One of the recurring themes in learning GLSL is encountering pieces of code that seem completely unnecessary. You learn about vectors. You learn about coordinates. You…
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                   160 0
                • hey2d (58)in #learning • 28 days ago
                  featured

                  When Color Learns to Breathe — A Shader That Swaps Mood Over Time

                  Lesson: 8 There’s something strangely alive about this kind of shader. Nothing moves, nothing is drawn in the traditional sense, yet the screen never stays the same. It quietly…
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                  • hey2d (58)in #learning • 28 days ago
                    featured

                    Creating Smooth Value Noise in GLSL

                    If you filled your screen with completely random values, the result would look like television static. Every pixel would be different from the one beside it. Nature rarely looks like that. Clouds change
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                    • hey2d (58)in #learning • 28 days ago
                      featured

                      Colors in GLSL: A Beginner’s Guide to Shaders and Color Control

                      Color in GLSL is one of the first things that makes shader programming feel alive. You go from abstract math to something visible, expressive, and instantly creative. At its…
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                      • hey2d (58)in #learning • 29 days ago
                        featured

                        Understanding UV in GLSL: The Key to Mapping Space in Shaders

                        UV coordinates are one of the most fundamental ideas in GLSL, yet they are often misunderstood when you first start working with shaders. At their core, UVs are simply a way to…
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                        • hey2d (58)in #tutorial • 29 days ago
                          featured

                          Are Vector Components Constants in GLSL? Understanding What Vectors Really Are - TUTORIAL 7

                          One question almost every shader beginner asks is whether vector components such as .r , .g , .b , .x , .y , and .z are fixed values or special constants. The short…
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                          • hey2d (58)in #learning • 29 days ago
                            featured

                            Textures and Swizzling in GLSL: How Shaders Read and Rearrange Data

                            When most people start learning shaders, textures seem straightforward. They are images made up of pixels. But in GLSL, textures are much more than images. They are data…
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                            • hey2d (58)in #learning • 29 days ago
                              featured

                              Textures and Swizzling in GLSL: How Shaders Read and Rearrange Data : Lesson 6

                              When most people start learning shaders, textures seem straightforward. They are images made up of pixels. But in GLSL, textures are much more than images. They are data…
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                              • hey2d (58)in #tutorial • 29 days ago
                                featured

                                Drawing a Diagonal Line with GLSL

                                This is the fourth post in the GlSL learning series. Learning GLSL as a Beginner Understanding gl-Position: My First Real Vertex Shader Fragment Shaders Made…
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                                   103 0
                                • hey2d (58)in #learning • 29 days ago
                                  featured

                                  Drawing Curves with Math Using `pow()` - lesson 5 - GLSL

                                  This is the fifth post in the GLSL learning series. Previous posts: Learning GLSL as a Beginner Understanding gl_Position : My First Real Vertex Shader Fragment…
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                                     93 0
                                  • hey2d (58)in #coding • last month
                                    featured

                                    Creating Procedural Galaxies and Nebulas in GLSL

                                    Look at images captured by space telescopes. Galaxies are filled with glowing clouds of gas and dust. Some regions appear bright blue. Others glow purple, pink, or…
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                                    • hey2d (58)in #coding • last month
                                      featured

                                      Creating a Procedural Night Sky and Stars in GLSL

                                      When you look into the night sky, the stars seem randomly scattered. Some are bright. Some are barely visible. Some appear grouped together while others sit alone.…
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                                      • hey2d (58)in #coding • last month
                                        featured

                                        Creating Procedural Clouds in GLSL

                                        Look at the sky on a clear day. Clouds rarely have sharp edges. They slowly grow, merge together, drift across the horizon, and disappear. If you look closely, you'll…
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                                           93 0
                                        • hey2d (58)in #coding • last month
                                          featured

                                          Adding Reflections and Highlights to Procedural Water in GLSL

                                          Think about standing beside a lake on a sunny day. The water is not one solid color. Bright highlights appear where sunlight hits the waves. Some parts look dark. Others…
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                                             160 0