Shaders are awesome
summary
Shows how to use RuntimeShader with AGSL and SKSL to write fragment shaders for Compose Multiplatform UIs, using uniforms like resolution and time and UV coords to build effects. Covers concrete examples: a gray-to-white gradient, an animated sine color via a time uniform fed from produceState, and an SDF circle (add/subtract circles for holes). Notes: AGSL uses top‑left origin, alpha is last component, no recursion or pointers, watch float precision over long runs, and compiled shaders become SPIR‑V so debugging and logging are limited.
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chapters (12)
- 0:00Welcome
- 0:25Fragment shaders power
- 1:28Shader languages SKSL AGSL
- 2:52Shader structure pixel coords
- 3:39Vector types RGBA output
- 5:47Uniforms resolution param
- 6:52UV coordinates normalized
- 7:12Animating with time uniform
- 8:55Circle with SDFs
- 12:28SDFs for complex shapes
- 13:13Closing resources
- 14:15Q&A
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