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 color. 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, color 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 optimization settings change results — strict math is slower and reproducible, fast math is neither. And color 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
Rasterization
Converting geometry into pixels — the dominant real-time rendering approach.
Graphics & Rendering12 connections
Voxel
A volumetric pixel — a value on a regular three-dimensional grid.
Graphics & Rendering14 connections
Determinism
The property that identical inputs produce identical outputs, and the foundation of caching and verification.
Systems & Tooling56 connections
OKLCH
A perceptually uniform color space that makes lightness and chroma behave predictably.
Design & Interface13 connections
Cellular Automaton
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
Graphics & Rendering14 connections
Related5
Nearby in the graph rather than deliberately chosen. Looser, sometimes surprising.
Linked from11
- Cellular AutomatonGraphics & Rendering
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
- Constraint PropagationGraphics & Rendering
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
- Game AIPlay & Games
Computer opponents built to be interesting to play against rather than optimal.
- L-SystemGraphics & Rendering
A rewriting grammar that generates branching structures by repeated substitution.
- OKLCHDesign & Interface
A perceptually uniform color space that makes lightness and chroma behave predictably.
- Physically Based RenderingGraphics & Rendering
A shading approach that derives surface appearance from measured, energy-conserving material parameters instead of hand-tuned highlights.
- Procedural GenerationGraphics & Rendering
Creating content algorithmically rather than authoring it by hand.
- RasterizationGraphics & Rendering
Converting geometry into pixels — the dominant real-time rendering approach.
- RoguelikePlay & Games
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
- Signed Distance FieldGraphics & Rendering
A function giving the distance to the nearest surface, signed so inside and outside are distinguishable.
- VoxelGraphics & Rendering
A volumetric pixel — a value on a regular three-dimensional grid.