https://codeshare.io https://www.shadertoy.com/view/XdlSD4 https://www.shadertoy.com/view/ldyGWm https://www.shadertoy.com/view/3sXSD2 https://www.shadertoy.com/view/lttBzN KodeLife : instant feedback shaders: no objects, no memory allocation, no recursion Linear Algebra : vector [point, direction] float, vec2 , vec3, vec4 swizzle : uv.x, uv.xy, , uv.xyz , uv.yx length: distance from origin float l = length(uv); dot product of 2 vectors 1. Shows how similar they are for normalized vectors : https://twitter.com/freyaholmer/status/1200807790580768768 If dot product = 0 , the 2 vectors are perpendicular to each other. =1, they are same , =-1 opposite direction 2. dot(a,b) = length(a) * length(b) cos[angle] OR angle = acos (dot(a,b)/length(a) * length(b)) 3. (a,b) . (x,y) = ax + by dot product of 2 vectors is a scalar float a = dot(xy,uv); cross product of two 3D vectors gives a vector that is perpendicular to both the vectors. [right hand rule symbolism] a d bf-ec b X e = af-dc ...