I made a demonstration of OpenGL’s fragment shader with SMFL.NET.

The shader in action.

OpenGL’s fragment shader language allows developers to define complex per-pixel visual calculations for execution on the GPU. I read up on it and produced some interesting graphical effects.

Calculating the colors for pixels on a screen can be embarrassingly parallel. Fragment shaders is a manifestation of that idea, where each pixel is sent through a function modifying its color before displaying it onscreen. The only textures in this project are black-and-white outlines of the individual letters. Every other color was defined as a function of screen coordinates, using GLSL. This project was developed using SFML.NET, a graphics library that sits on top of OpenGL.