@khalladay The single biggest "aha!" moment I had with shaders was seeing a debug breakdown of how each line of code affected a specific pixel in the final frame.
Needs a bit of context (how GPUs work, how rendering architectures are typically set up, etc.) but that seems to me like a great payoff.
Heh, maybe what I really want is just a really good PIX manual ;-)
@banditjoj ive been thinking more about your response :) is there a particular tech stack you'd want to see the examples in? i kinda want to stay away from Unity/Unreal/Godot to keep things more universal, but dont want to write an opengl tutorial either, since most people use an engine - would you consider reading a shader tutorial if it used something like openFrameworks or three.js to render with?
@khalladay ya know the part that bugs me is all that stuff the application needs to do before you can start doing anything interesting. So many books or discussions gloss over these parts. Like... How are you laying out data? If you wanted to do something like instance culling in a geometry shader or use the output of a fragment shader as a vertex buffer or you're surfacing implicits, and so on, in these cases what are some common designs tradeoffs for your application?
@khalladay an old post I wrote still gets a high number of visits all the time so people seem to like it. https://notes.underscorediscovery.com/shaders-a-primer/
and there are several other great resources, render hell https://simonschreibt.de/gat/renderhell/
and many more...
probably those people just need a link to many of the resources around :}