WAVGEN Learning Universe
SHADER SYSTEMS
Fragment shaders · SDF geometry · Ray marching · GPU art
♩ 140 BPM
Section 02 — Live Compiler
Write GLSL, See Infinity
Edit fragment shaders in real time. Press Ctrl+Enter or click Compile & Run. Uniforms: u_time (float), u_resolution (vec2), u_mouse (vec2 0–1).
Presets
● Ready
Section 03 — Distance Fields
Distance Fields as Art
Signed distance functions encode shapes as mathematical poetry. Negative inside, zero on boundary, positive outside.
CSG OPERATIONS + SMOOTH BLENDING
UNION / INTERSECT / SUBTRACT
Section 04 — 3D GPU Rendering
Sculpting with Distance
Ray marching marches a ray through space, sampling a SDF at each step until it hits a surface. Drag to orbit. Add shapes to the scene.
Section 05 — GLSL Reference
The Toolkit
Essential GLSL functions — click any card to copy the code snippet to clipboard.
Section 06 — Motion Techniques
Motion in the GPU
Four core patterns for bringing shaders to life. Each runs live — tweak the sliders.
Section 07 — Shader Art Gallery
Beauty in Mathematics
Six pre-built shader art pieces — each a self-contained universe. Click any to expand full-width.
Section 08 — The Pioneers
Artists of the GPU
The people who proved that math and light can be indistinguishable from art.
Section 09 — Reference
The Glossary
22 essential terms for understanding shader systems and GPU rendering.
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