1.1. Intro to GLSL TOP.
Basics of of C-like Programming
Structure of GLSL Fragment Shaders
Step and Smoothstep
Work with UV
1.3 Random and Noise
1.4 Designing custom Noise Functions
2.1. Simple Distant Fields
2.2. Sampling Texture Buffers
2.3 Drawing Shapes
2.4. Plotting Functions
3.1.Color Correction in one Shader
3.3 Multi Sampling input Texture
3.5 Bloom Shader
4.1. Grain, Vignette, Old Film FX
4.2. Pixelation FX
Halftone based Effects
4.3. ASCII Shader
Diffusion Reaction from input video
4.3.Importing Shadertoy Shaders
Minimum skills (not strongly required, but get ready to learn): familiarity with command line (shell) operations.
Programming skills will greatly help with exploring specific details of the used instruments.
Complete course program would require Windows computer with a decent Nvidia GPU with at least 6Gb VRAM (hard minimum is 1060, reasonable level 2070+).
Users with Macs would be able to use Collab versions (no integration with TD in this case).
Partial payment option available: 50% before the start of the course and 50% 1 month after the start
All practical topics have corresponding tasks to complete as homeworks. Most of them require to repeat the actions from the lectures on your own supply.We recommend to execute them even if everything is clear in theory - to ensure that you won’t face unexpected issues in your future work.
During final week you will have to develop and complete your own project (with our assistance) as a kind of exam of the obtained knowledge.
10-12 hours per week should be sufficient to master necessary concepts and skills. You may want to invest more time for more exhaustve explorations though. Remember, the course program is somewhat open-ended: nearly all topics are not limited in scope, and have lots of options for extra developments.