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hey2d (60)Hivebuzz level badge

nothing..

3 followers155 posts2 following134 HP
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Joined June 2026 Active 5 hours ago

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  • hey2d (60)in #learning • 5 hours 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…
    $0.35
    • Pending payout amount: $0.35
    • Breakdown: 0.00 HBD, 3.58 HIVE, 3.58 HP
    • leofinance: 5.00%
    • Payout in 7 days
     99 0
  • hey2d (60)in #learning • 6 hours 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
    $0.00
    • Pending payout amount: $0.00
    • Breakdown: 0.00 HBD, 0.01 HIVE, 0.01 HP
    • ecency: 5.00%
    • Payout in 7 days
    • (amount must reach $0.02 for payout)
     1 0
  • hey2d (60)in #learning • 8 hours 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…
    $0.00
       0 0
    • hey2d (60)in #learning • 18 hours 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…
      $0.00
      • Pending payout amount: $0.00
      • Breakdown: 0.00 HBD, 0.02 HIVE, 0.02 HP
      • leofinance: 5.00%
      • Payout in 6 days
      • (amount must reach $0.02 for payout)
       12 1
    • hey2d (60)in #tutorial • 18 hours 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…
      $0.00
         1 0
      • hey2d (60)in #learning • 18 hours 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…
        $0.31
        • Pending payout amount: $0.31
        • Breakdown: 0.00 HBD, 3.13 HIVE, 3.13 HP
        • leofinance: 5.00%
        • Payout in 6 days
         97 0
      • hey2d (60)in #learning • 19 hours 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…
        $0.35
        • Pending payout amount: $0.35
        • Breakdown: 0.00 HBD, 3.53 HIVE, 3.53 HP
        • leofinance: 5.00%
        • Payout in 6 days
         122 0
      • hey2d (60)in #tutorial • 19 hours 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…
        $0.37
        • Pending payout amount: $0.37
        • Breakdown: 0.00 HBD, 3.77 HIVE, 3.77 HP
        • leofinance: 5.00%
        • Payout in 6 days
         101 0
      • hey2d (60)in #learning • 19 hours 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…
        $0.29
        • Pending payout amount: $0.29
        • Breakdown: 0.00 HBD, 2.92 HIVE, 2.92 HP
        • leofinance: 5.00%
        • Payout in 6 days
         91 0
      • hey2d (60)in #coding • 2 days ago
        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…
        $0.36
        • Pending payout amount: $0.36
        • Breakdown: 0.00 HBD, 3.66 HIVE, 3.66 HP
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         98 0
      • hey2d (60)in #coding • 2 days ago
        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.…
        $0.28
        • Pending payout amount: $0.28
        • Breakdown: 0.00 HBD, 2.90 HIVE, 2.90 HP
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         85 0
      • hey2d (60)in #coding • 2 days ago
        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…
        $0.30
        • Pending payout amount: $0.30
        • Breakdown: 0.00 HBD, 3.08 HIVE, 3.08 HP
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         91 0
      • hey2d (60)in #coding • 2 days ago
        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…
        $0.42
        • Pending payout amount: $0.42
        • Breakdown: 0.00 HBD, 4.29 HIVE, 4.29 HP
        • leofinance: 5.00%
        • Payout in 5 days
         158 0
      • hey2d (60)in #coding • 2 days ago
        featured

        Creating Procedural Water in GLSL

        Water is always moving. Sometimes it forms gentle ripples across a lake. Sometimes it crashes into waves. Sometimes it reflects the sky so clearly that it almost looks like…
        $0.36
        • Pending payout amount: $0.36
        • Breakdown: 0.00 HBD, 3.70 HIVE, 3.70 HP
        • leofinance: 5.00%
        • Payout in 5 days
         100 0
      • hey2d (60)in #coding • 2 days ago
        featured

        Creating Procedural Smoke in GLSL

        Smoke behaves very differently from fire. Fire is energetic. Smoke drifts slowly. It spreads outward. It fades into the air. Instead of sharp movements, smoke relies on…
        $0.42
        • Pending payout amount: $0.42
        • Breakdown: 0.00 HBD, 4.28 HIVE, 4.28 HP
        • leofinance: 5.00%
        • Payout in 5 days
         127 0
      • hey2d (60)in #coding • 2 days ago
        featured

        Creating Procedural Wood Grain in GLSL

        Look at the cross section of a tree trunk. You'll notice a series of rings spreading outward from the center. These rings aren't perfectly smooth. They bend. They…
        $0.55
        • Pending payout amount: $0.55
        • Breakdown: 0.00 HBD, 5.61 HIVE, 5.61 HP
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         88 0
      • hey2d (60)in #coding • 2 days ago
        featured

        Creating a Procedural Marble Texture in GLSL

        Walk through an old building made from marble and you'll notice something interesting. No two pieces look exactly alike. Every slab contains flowing veins. Some areas are…
        $0.33
        • Pending payout amount: $0.33
        • Breakdown: 0.00 HBD, 3.38 HIVE, 3.38 HP
        • leofinance: 5.00%
        • Payout in 5 days
         100 0
      • hey2d (60)in #coding • 2 days ago
        featured

        Domain Warping in GLSL: Distorting Noise to Create Organic Worlds

        Imagine looking at your reflection in perfectly still water. Everything appears smooth. Now throw a pebble into the water. The reflection twists. Lines bend. Shapes…
        $0.00
        • Pending payout amount: $0.00
        • Breakdown: 0.00 HBD, 0.03 HIVE, 0.03 HP
        • leofinance: 5.00%
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        • (amount must reach $0.02 for payout)
         2 0
      • hey2d (60)in #coding • 2 days ago
        featured

        Fractal Brownian Motion in GLSL: Building Rich Procedural Noise

        If you're new to the series or would like to catch up on the fundamentals, you can find every previous lesson, along with a summary of what each tutorial covers, here: GLSL…
        $0.00
        • Pending payout amount: $0.00
        • Breakdown: 0.00 HBD, 0.02 HIVE, 0.02 HP
        • leofinance: 5.00%
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        • (amount must reach $0.02 for payout)
         3 0
      • hey2d (60)in #coding • 2 days ago
        featured

        Understanding Gradient Noise in GLSL

        Value noise was a huge improvement over random pixels. Instead of abrupt jumps, neighboring values blended together. Even so, every grid cell still had a slight square…
        $0.41
        • Pending payout amount: $0.41
        • Breakdown: 0.00 HBD, 4.14 HIVE, 4.14 HP
        • leofinance: 5.00%
        • Payout in 5 days
         164 0