Ludo Erudito
Ludo EruditoIZHV
Interactive GLSL Fragment Shader IDE & Curriculum

ShaderBox — GLSL Playground

Learn fragment shaders from first principles to physically-based rendering. Every chapter features interactive live WebGL sandboxes, mathematical derivations, and hands-on exercises inspired by The Book of Shaders.

15 / 22 Chapters Available6 Curriculum Tracks (A–F)

Live Sandbox Playground

Select a preset shader or write your own GLSL code with real-time sliders and parameters.

0.00s+0.00s
Tweakables:
u_speed:1.20
u_radius:0.25
u_deform:0.08
u_coreColor:#33ffd8
u_outerColor:#004de6

Curriculum Roadmap & Tracks

Explore individual chapters step-by-step or jump directly into advanced topics.

Series D — Raymarching & 3D Signed Distance Fields

Sphere tracing algorithms, 3D primitive distance functions, constructive solid geometry (CSG), and soft shadow marching.

Advanced 3D • Planned
D-00Planned

Raymarching 101 & Sphere Tracing

Camera ray generation, marching loop, step bounds, and primitive spheres.

Curriculum Milestone
D-01Planned

3D CSG, Primitive Combinations & Blending

Torus, cylinder, box SDFs, infinite repetition, and smooth polynomial unions.

Curriculum Milestone
D-02Planned

3D Surface Normals, Soft Shadows & Ambient Occlusion

Tetrahedron normal estimation, raymarched penumbra soft shadows, and step-based AO.

Curriculum Milestone

Series E — Post-Processing & Screen-Space Effects

Full-screen post-processing passes: lens distortion, vignette, chromatic aberration, bloom thresholds, gaussian blurs, and ACES tonemapping.

VFX • Planned
E-00Planned

Lens Distortion, Vignette & Chromatic Aberration

Barrel/pincushion optical distortion, radial vignetting, and wavelength RGB channel separation.

Curriculum Milestone
E-01Planned

Bloom, Blur Passes & ACES Tonemapping

Luminance thresholds, separable blur kernels, and filmic ACES color grading.

Curriculum Milestone

Series F — Procedural Materials & Volumetrics

Advanced procedural synthesis: cellular Voronoi/Worley noise, reaction-diffusion modeling, procedural wood/marble, and raymarched volumetric fog.

Procedural Art • Planned
F-00Planned

Procedural Marble, Wood & Liquid Flow

Domain-warped turbulent noise, concentric rings, and velocity advection.

Curriculum Milestone
F-01Planned

Cellular Noise (Worley / Voronoi) & Volumetric Fog

Nearest feature-point metrics, Delaunay cells, and raymarched density accumulation.

Curriculum Milestone