Shader
A small program run on the graphics processor for every vertex or every pixel.
A shader is a program executed on the graphics processor as part of the rendering pipeline. A vertex shader runs once per vertex and computes positions; a fragment (or pixel) shader runs once per covered pixel and computes colour. Compute shaders run general-purpose work outside the rendering pipeline entirely.
The mental model is massive data parallelism: the same tiny program runs for millions of elements simultaneously, with no communication between them. That constraint is what makes them fast and what makes branching expensive — divergent paths within a group of parallel invocations are executed serially.
Shaders are where nearly all visual character lives: lighting, shadowing, atmosphere, post-processing, colour grading, and the whole family of generative and glitch aesthetics. A fragment shader given only screen coordinates and time can produce complete animated imagery with no geometry at all, which is the basis of the demoscene and of shader-art communities.
Two practical notes. Precision and compiler optimisation settings change results — strict maths is slower and reproducible, fast maths is neither. And colour space handling is a persistent source of quiet error: an image tagged with the wrong profile lets display adjustments leak into exported output.
See also5
Hand-picked in the note itself — the neighbours worth reading next.
Rasterization
Converting geometry into pixels — the dominant real-time rendering approach.
Graphics & Games6 connections
Voxel
A volumetric pixel — a value on a regular three-dimensional grid.
Graphics & Games11 connections
Determinism
The property that identical inputs produce identical outputs, and the foundation of caching and verification.
Systems & Tooling27 connections
OKLCH
A perceptually uniform colour space that makes lightness and chroma behave predictably.
Design & Interface10 connections
Cellular Automaton
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
Graphics & Games11 connections
Related5
Nearby in the graph rather than deliberately chosen. Looser, sometimes surprising.
Linked from9
Notes elsewhere in the wiki that reach for this one.
- Cellular AutomatonGraphics & Games
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
- Constraint PropagationGraphics & Games
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
- Game AIGraphics & Games
Computer opponents built to be interesting to play against rather than optimal.
- L-SystemGraphics & Games
A rewriting grammar that generates branching structures by repeated substitution.
- OKLCHDesign & Interface
A perceptually uniform colour space that makes lightness and chroma behave predictably.
- Procedural GenerationGraphics & Games
Creating content algorithmically rather than authoring it by hand.
- RasterizationGraphics & Games
Converting geometry into pixels — the dominant real-time rendering approach.
- RoguelikeGraphics & Games
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
- VoxelGraphics & Games
A volumetric pixel — a value on a regular three-dimensional grid.