A flowing WebGL gradient, deconstructed

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The post discusses the creation of a flowing WebGL gradient effect, highlighting the technical aspects of shader programming. Users commented on issues such as aliasing introduced by skewing the canvas, and the source code's licensing status. Suggestions for improving the implementation were offered, including keeping the canvas square and applying skew effects directly in the shader code. The potential confusion between mix and lerp functions in color interpolation was also noted, emphasizing the importance of understanding color spaces in shaders.
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