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Fast calculation of the distance to cubic Bezier curves on the GPU

from A small freedom area RSS [alt+shift+b] in programming

Bézier curves are a core building block of text and 2D shapes rendering. There are several approaches to rendering them, but one especially challenging problem, both mathematically and technically, is computing the distance to a Bézier curve. For quadratic curves (one control point), this is fairly accessible, but for cubic (two control points) we're going to see why it is so hard. A glyph from the Virgil font, composed of multiple Bézier curves Having this distance field opens up many rendering possibilities. It's hard, but it's possible; here is a live proof: Distance to a cubic Bézier curve In this visualization, I'm borrowing your device resources to compute the distance to the curve for every single pixel. The yellow points are the control points of the curve (in white) and the blue zone is a representation of the distance field. Note All the demos and code in this article are self-contained GLSL fragment shaders. Most of the code can be found in the article, but feel free to inspect the source code of any of these WebGL demo for the complete code. They can be run verbatim using ShaderWorkshop. The basic maths In a previous article, we explained that a Bézier curve can be expressed as a polynomial. In our case, a cubic polynomial: Where a, b, c and d are the vector coefficients derived from the start (P_0), end (P_3), and control points (P_1, P_2) using the following formulas (you can refer to the previous article for details): For a given point p in 2D space, the distance to that Bézier curve can be expressed as a length between our curve and p: Our goal is to find the t value where d(t) is the smallest. The length formula has an annoying square root, so we start with the distance squared for simplicity, which we are going to unroll: The derivative of that function will allow us to identify critical points: that is, points where the distance starts growing or reducing. Said differently, solving D'(t)=0 will identify all the maximums and minimums (we're...
18th Oct 2025

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A series of tricks and techniques I learned doing tiny GLSL demos

In the past two months or so, I spent some time making tiny GLSL demos. I wrote an article about the first one, Red Alp. There, I went into details about the whole process, so I recommend to check it out first if you're not familiar with the field. We will look at 4 demos: Moonlight, Entrance 3, Archipelago, and Cutie. But this time, for each demo, we're going to cover one or two things I learned from it. It won't be a deep dive into every aspect because it would be extremely redundant. Instead, I'll take you along a journey of learning experiences. Moonlight Moonlight demo in 460 characters // Moonlight [460] by bµg // License: CC BY-NC-SA 4.0 void main(){vec3 o,p,u=vec3((P+P-R)/R.y,1),Q;Q++;for(float d,a,m,i,t;i++<1e2;p=t<7.2?Q:vec3(2,1,0),d=abs(d)*.15+.1,o+=p/m+(t>9.?d=9.,Q:p/d),t+=min(m,d))for(p=normalize(u)*t,p.z-=5e1,m=max(length(p)-1e1,.01),p.z+=T,d=5.-length(p.xy*=mat2(cos(t*.2+vec4(0,33,11,0)))),a=.01;a<1.;a+=a)p.xz*=mat2(8,6,-6,8)*.1,d-=abs(dot(sin(p/a*.6-T*.3),p-p+a)),m+=abs(dot(sin(p/a/5.),p-p+a/5.));o/=4e2;O=vec4(tanh(mix(vec3(-35,-15,8),vec3(118,95,60),o-o*length(u.xy*.5))*.01),1);} Note See it on its official page, or play with the code on its Shadertoy portage. In Red Alp, I used volumetric raymarching to go through the clouds and fog, and it took quite a significant part of the code to make the absorption and emission convincing. But there is an alternative technique that is surprisingly simpler. In the raymarching loop, the color contribution at each iteration becomes 1/d or c/d where d is the density of the material at the current ray position, and c an optional color tint if you don't want to work in grayscale level. Some variants exist, for example 1/d^2, but we'll focus on 1/d. 1/d explanation Let's see how it looks in practice with a simple cube raymarch where we use this peculiar contribution: One glowing and rotating cube void main() { float d, t; vec3 o, p, u = normalize(vec3(P+P-R,R.y)); // screen to world coordinate for (int i = 0; i < 30; i++) { p = u * t; // ray position p.z -= 3.; // take a step back // Rodriguez rotation with an arbitrary angle of π/2 // and unaligned axis vec3 a = normalize(cos(T+vec3(0,2,4))); p = a*dot(a,p)-cross(a,p); // Signed distance function of a cube of size 1 p = abs(p)-1.; d = length(max(p,0.)) + min(max(p.x,max(p.y,p.z)),0.); // Maxed out to not enter the solid d = max(d,.001); t += d; // stepping forward by that distance // Our mysterious contribution to the output o += 1./d; } // Arbitrary scale within visible range O = vec4(o/200., 1); } Note The signed function of the cube is from the classic Inigo Quilez page. For the rotation you can refer to Xor or Blackle article. For the general understanding of the code, see my previous article on Red Alp. The first time I saw it, I wondered whether it was a creative take, or if it was backed by physical properties. Let's simplify the problem with the following figure: A ray passing by a radiating object The glowing object sends photons that spread all around it. The further we go from the object, the more spread these photons are, basically following the inverse square law 1/r^2, which gives the photons density, where r is the distance to the target object. Let's say we send a ray and want to know how many photons are present along the whole path. We have to "sum", or rather integrate, all these photons density measures along the ray. Since we are doing a discrete sampling (the dots on the figure), we need to interpolate the photons density between each sampling point as well. Given two arbitrary sampling points and their corresponding distance d_n and d_{n+1}, any intermediate distance can be linearly interpolated with r=\mathrm{mix}(d_n,d_{n+1},t) where t is within [0,1]. Applying the inverse square law from before (1/r^2), the integrated photons density between these 2 points can be expressed with this formula (in t range): t being normalized, the \Delta t is here to covers the actual segment distance. With the help of Sympy we can do the integration: >>> a, b, D, t = symbols('a b D t', real=True) >>> mix = a*(1-t) + b*t >>> D * integrate(1/mix**2, (t,0,1)).simplify() D ─── a⋅b So the result of this integration is: Now the key is that in the loop, \Delta t stepping is actually d_{n+1}, so we end up with: And we find back our mysterious 1/d. It's "physically correct", assuming vacuum space. Of course, reality is more complex, and we don't even need to stick to that formula, but it was nice figuring out that this simple fraction is a fairly good model of reality. Going through the object In the cube example we didn't go through the object, using max(d, .001). But if we were to add some transparency, we could have used d = A*abs(d)+B instead, where A could be interpreted as absorption and B the pass-through, or transparency. One glowing, transparent, and rotating cube; A=0.4, B=0.1 I first saw this formula mentioned in Xor article on volumetric. To understand it a bit better, here is my intuitive take: the +B causes a potential penetration into the solid at the next iteration, which wouldn't happen otherwise (or only very marginally). When inside the solid, the abs(d) causes the ray to continue further (by the amount of the distance to the closest edge). Then the multiplication by A makes sure we don't penetrate too fast into it; it's the absorption, or "damping". This is basically the technique I used in Moonlight to avoid the complex absorption/emission code. Entrance 3 Entrance 3 demo in 465 characters // Entrance 3 [465] by bµg // License: CC BY-NC-SA 4.0 #define V for(s++;d<l&&s>.001;q=abs(p+=v*s)-45.,b=abs(p+vec3(mod(T*5.,80.)-7.,45.+sin(T*10.)*.2,12))-vec3(1,7,1),d+=s=min(max(p.y,-min(max(abs(p.y+28.)-17.,abs(p.z+12.)-4.),max(q.x,max(q.y,q.z)))),max(b.x,max(b.y,b.z)))) void main(){float d,s,r=1.7,l=2e2;vec3 b,v=b-.58,q,p=mat3(r,0,-r,-1,2,-1,b+1.4)*vec3((P+P-R)/R.y*20.4,30);V;r=exp(-d*d/1e4)*.2;l=length(v=-vec3(90,30,10)-p);v/=l;d=1.;V;r+=50.*d/l/l;O=vec4(pow(mix(vec3(0,4,9),vec3(80,7,2),r*r)*.01,p-p+.45),1);} Note See it on its official page, or play with the code on its Shadertoy portage. This demo was probably one of the most challenging, but I'm pretty happy with its atmospheric vibe. It's kind of different than the usual demos for this size. I initially tried with some voxels, but I couldn't make it work with the light under 512 characters (the initialization code was too large, not the branchless DDA stepping). It also had annoying limitations (typically the animation was unit bound), so I fell back to a classic raymarching. The first thing I did differently was to use an L-∞ norm instead of an euclidean norm for the distance function: every solid is a cube so it's appropriate to use simpler formulas. For the light, it's not an illusion, it's an actual light: after the first raymarch to a solid, the ray direction is reoriented toward the light and the march runs again (it's the V macro). Hitting a solid or not defines if the fragment should be lighten up or not. Mobile bugs A bad surprise of this demo was uncovering two driver bugs on mobile: One with tricky for-loop compounds on Snapdragon/Adreno because I was trying hard to avoid the macros and functions. One with chained assignments on Imagination/PowerVR (typically affect Google Pixel Pro 10). The first was worked around with the V macro (actually saved 3 characters in the process), but the 2nd one had to be unpacked and made me lose 2 characters. Isometry Another thing I studied was how to set up the camera in a non-perspective isometric or dimetric view. I couldn't make sense of the maths from the Wikipedia page (it just didn't work), but Sympy rescued me again: # Counter-clockwise rotation a, ax0, ax1, ax2 = symbols('a ax0:3') c, s = cos(a), sin(a) k = 1-c rot = Matrix(3,3, [ # col 1 col 2 # col 3 ax0*ax0*k + c, ax0*ax1*k + ax2*s, ax0*ax2*k - ax1*s, # row 1 ax1*ax0*k - ax2*s, ax1*ax1*k + c, ax1*ax2*k + ax0*s, # row 2 ax2*ax0*k + ax1*s, ax2*ax1*k - ax0*s, ax2*ax2*k + c # row 3 ]) # Rotation by 45° on the y-axis m45 = rot.subs({a:rad(-45), ax0:0, ax1:1, ax2:0}) # Apply the 2nd rotation on the x-axis to get the transform matrices for two # classic projections # Note: asin(tan(rad(30))) is the same as atan(sin(rad(45))) isometric = m45 * rot.subs({a:asin(tan(rad(30))), ax0:1, ax1:0, ax2:0}) dimetric = m45 * rot.subs({a: rad(30), ax0:1, ax1:0, ax2:0}) Inspecting the matrices and factoring out the common terms, we obtain the following transform matrices: The ray direction is common to all fragments, so we use the central UV coordinate (0,0) as reference point. We push it forward for convenience: (0,0,1), and transform it with our matrix. This gives the central screen coordinate in world space. Since the obtained point coordinate is relative to the world origin, to go from that point to the origin, we just have to flip its sign. The ray direction formula is then: To get the ray origin of every other pixel, the remaining question is: what is the smallest distance we need to step back the screen coordinates such that, when applying the transformation, the view wouldn't clip into the ground at y=0. This requirement can be modeled with the following expression: The -1 being the lowest y-screen coordinate (which we don't want into the ground). The lazy bum in me just asks Sympy to solve it for me: x, z = symbols("x z", real=True) u = m * Matrix([x, -1, z]) uz = solve(u[1] > 0, z) We get z>\sqrt{2} for isometric, and z>\sqrt{3} for dimetric. With an arbitrary scale S of the coordinate we end up with the following: const float S = 50.; vec2 u = (P+P-R)/R.y * S; // scaled screen coordinates float A=sqrt(2.), B=sqrt(3.); // Isometric vec3 rd = -vec3(1)/B, ro = mat3(B,0,-B,-1,2,-1,A,A,A)/A/B * vec3(u, A*S + eps); // Dimetric vec3 rd = -vec3(B,A,B)/A/2., ro = mat3(2,0,-2,-1,A*B,-1,B,A,B)/A/2. * vec3(u, B*S + eps); The eps is an arbitrary small value to make sure the y-coordinate ends up above 0. In Entrance 3, I used a rough approximation of the isometric setup. Archipelago Archipelago demo in 472 characters // Archipelago [472] by bµg // License: CC BY-NC-SA 4.0 #define r(a)*=mat2(cos(a+vec4(0,11,33,0))), void main(){vec3 p,q,k;for(float w,x,a,b,i,t,h,e=.1,d=e,z=.001;i++<50.&&d>z;h+=k.y,w=h-d,t+=d=min(d,h)*.8,O=vec4((w>z?k.zxx*e:k.zyz/20.)+i/1e2+max(1.-abs(w/e),z),1))for(p=normalize(vec3(P+P-R,R.y))*t,p.zy r(1.)p.z+=T+T,p.x+=sin(w=T*.4)*2.,p.xy r(cos(w)*e)d=p.y+=4.,h=d-2.3+abs(p.x*.2),q=p,k-=k,a=e,b=.8;a>z;a*=.8,b*=.5)q.xz r(.6)p.xz r(.6)k.y+=abs(dot(sin(q.xz*.4/b),R-R+b)),k.x+=w=a*exp(sin(x=p.x/a*e+T+T)),p.x-=w*cos(x),d-=w;} Note See it on its official page, or play with the code on its Shadertoy portage. For this infinite procedurally generated Japan, I wanted to mark a rupture with my red/orange obsession. Technically speaking, it's actually fairly basic if you're familiar with Red Alp. I used the same noise for the mountains/islands, but the water uses a different noise. The per octave noise curve is w=exp(sin(x)), with the particularity of shifting the x coordinate with its derivative: x-=w*cos(x). This is some form of domain warping that gives the nice effect here. When I say x, I'm really referring to the x-axis position. It is not needed to work with the z-component (xz forms the flat plane) because each octave of the fbm has a rotation that "mixes" both axis, so z is actually backed in x. w=exp(sin(x)) Note I didn't come up with the formula, but found it first one this video by Acerola. I don't know if he's the original author, but I've seen the formula being replicated in various places. Cutie Cutie demo in 616 characters // Cutie [616] by bµg // License: CC BY-NC-SA 4.0 #define V vec3 #define L length(p #define C(A,B,X,Y)k=L-A)-X,e=L-B)-Y,h=max(.8-abs(k-e),z),d=min(d,min(k,e)-h*h/3.2) #define H(Z)S,k=fract(T*1.5+s),a=V(1.3,.2,Z),b=V(1,.3*max(1.-abs(3.*k-1.),z),Z*.75+3.*max(-k*S,k-1.)),q=b*S,q+=a+sqrt(1.-dot(q,q))*normalize(V(-b.y,b.x,0)),C(a,q,.7,S),C(q,a-b,S,.4) void main(){float i,t,k,e,h,z,s,S=.5,d=S;for(V p,q,a,b;i++<5e1&&d>.001;t+=d=min(d,e=L+V(S-2.*p.x,-1,S))-S))p=normalize(V(P+P-R,R.y))*t,p.z-=5.,p.zy*=mat2(cos(vec4(1,12,34,1))),p.xz*=mat2(cos(sin(T)+vec4(0,11,33,0))),d=1.+p.y,C(z,V(z,z,1.2),1.5,1.2),s=p.x<z?p.x=-p.x,z:H(z),s+=H(1.);O=vec4(V(exp(-i/(e>d?1e2:9.))),1);} Note See it on its official page, or play with the code on its Shadertoy portage. Here I got cocky and thought I could manage to fit it in 512 chars. I failed, by more than 100 characters. I did use the smoothmin operator for the first time: every limb of the body of Cutie is composed of two spheres creating a rounded cone (two sphere of different size smoothly merged like metaballs). 2 spheres merging using the smin operator Then I used simple IK kinetics for the animation. Using leg parts with a size of 1 helped simplifying the formula and make it shorter. You may be wondering about the smooth visuals itself: I didn't use the depth map but simply the number of iterations. Due to the nature of the raymarching algorithm, when a ray passes close to a shape, it slows down significantly, increasing the number of iterations. This is super useful because it exaggerate the contour of the shapes naturally. It's wrapped into an exponential, but i defines the output color directly. What's next I will continue making more of those, keeping my artistic ambition low because of the 512 characters constraint I'm imposing on myself. You may be wondering why I keep this obsession about 512 characters, and many people called me out on this one. There are actually many arguments: A tiny demo has to focus on one or two very scoped aspects of computer graphics, which makes it perfect as a learning support. It's part of the artistic performance: it's not just techniques and visuals, the wizardry of the code is part of why it's so impressive. We're in an era of visuals, people have been fed with the craziest VFX ever. But have they seen them with a few hundreds bytes of code? The constraint helps me finish the work: when making art, there is always this question of when to stop. Here there is an intractable point where I just cannot do more and I have to move on. Similarly, it prevents my ambition from tricking me into some colossal project I will never finish or even start. That format has a ton of limitations, and that's its strength. Working on such a tiny piece of code for days/weeks just brings me joy. I do feel like a craftsperson, spending an unreasonable amount of time perfecting it, for the beauty of it. I'm trying to build a portfolio, and it's important for me to keep it consistent. If the size limit was different, I would have done things differently, so I can't change it now. If I had hundreds more characters, Red Alp might have had birds, the sky opening to lit a beam of light on the mountains, etc. Why 512 in particular? It happens to be the size of a toot on my Mastodon instance so I can fit the code there, and I found it to be a good balance.

7th Dec 2025 • 1 votes
Text rendering and effects using GPU-computed distances

Text rendering is cursed. Anyone who has worked on text will tell you the same; whether it's about layout, bi-directional, shaping, Unicode, or the rendering itself, it's never a completely solved problem. In my personal case, I've been working on trying to render text in the context of a compositing engine for creative content. I needed crazy text effects, and I needed them to be reasonably fast, which implied working with the GPU as much as possible. The distance field was an obvious requirement because it unlocks anti-aliasing and the ability to make many great effects for basically free. In this article, we will see how to compute signed distance field on the GPU because it's much faster than doing it on the CPU, especially when targeting mobile devices. We will make the algorithm decently fast, then after lamenting about the limitations, we will see what kind of effects this opens up. Progressive build of the 'あ' glyph from the Mochiy Pop One font Extraction of glyph outlines Non-bitmap fonts contain glyphs defined by outlines made of closed sequences of lines and (quadratic or cubic) Bézier curves. Extracting them isn't exactly complicated: FreeType or ttf-parser typically expose a way to do that. For the purpose of this article, we're going to hard code the list of the Bézier curves inside the shader, but of course in a more serious setup those would be uploaded through storage buffers or similar. Using this tiny program, a glyph can be dumped as series of outlines into a fixed size array: struct Bezier { vec2 p0; // start point vec2 p1; // control point 1 vec2 p2; // control point 2 vec2 p3; // end point }; #define N 42 #define NC 2 const int glyph_A_count[2] = int[](33, 9); const Bezier glyph_A[42] = Bezier[]( Bezier(vec2( 0.365370, -0.570817), vec2( 0.374708, -0.631518), vec2( 0.332685, -0.687549), vec2( 0.339689, -0.748249)), Bezier(vec2( 0.339689, -0.748249), vec2( 0.339689, -0.748249), vec2( 0.344358, -0.764591), vec2( 0.351362, -0.771595)), Bezier(vec2( 0.351362, -0.771595), vec2( 0.384047, -0.822957), vec2( 0.402724, -0.855642), vec2( 0.442412, -0.885992)), // ... ); glyph_A_count contains how many Bézier curves there is for each sub-shape composing the glyph, and glyph_A contains that list of Bézier cubic curves. Even though glyphs are also composed of lines and quadratic curves, we expand them all into cubics: "who can do more can do less". We use these formulas to respectively expand lines and quadratics into cubics: Where P_n are the Bézier control points. For simplicity and because we want to make sure the most complex case is well tested, we will stick to this approach in this article. But it also means there is a lot of room for further optimizations. Since solving linear and quadratics is much simpler, this is left as an exercise for the reader. Warning You may be tempted to upload the polynomial form of these curves directly to save some computation in the shader. Don't. You will lose the exact stitching property because one evaluated polynomial end B_n(1) will not necessary match the next polynomial start B_{n+1}(0). This makes artificial "precision holes" that will break rendering in obscure ways. Signed distance to the shape In the previous article, we saw how to get the distance to a cubic Bézier curve. Each glyph being composed of multiple outlines, we can simply run over all of them and pick the shortest distance. float get_distance(vec2 p, Bezier buf[N], int counts[NC]) { int base = 0; float dist = 1e38; for (int j = 0; j < NC; j++) { int count = counts[j]; for (int i = 0; i < count; i++) { Bezier b = buf[base + i]; float d = bezier_sq(p, b.p0, b.p1, b.p2, b.p3); dist = min(dist, d); } base += count; } return sqrt(dist); } Where bezier_sq() is the distance to the Bézier curve, squared, as defined in the previous article. Distance to the 'A' glyph from the Virgil font This works just fine, but as you can imagine, it's not cheap to solve so many distances per pixel. A first straightforward optimization would be to ignore any curve with a bounding box further than our currently best distance, because none of them can give a shorter one: Box distance optimization Where each box encloses a Bézier curve like this: Most naive/conservative bounding box We could use a tighter bound but it would require more computation so this felt like a good trade-off. Implementing this in the inner loop is pretty simple: for (int i = 0; i < count; i++) { Bezier b = buf[base + i]; vec2 p0=b.p0, p1=b.p1, p2=b.p2, p3=b.p3; // Distance to box (0 if inside), squared vec2 q0 = min(p0, min(p1, min(p2, p3))); vec2 q1 = max(p0, max(p1, max(p2, p3))); vec2 v = max(abs(q0+q1-p-p)-q1+q0, 0.)*.5; float h = dot(v,v); // We can't get a shorter distance than h if we were to compute the // distance to that curve if (h > dist) continue; float d = bezier_sq(p, p0, p1, p2, p3); dist = min(dist, d); } The distance to the bounding box formula comes from this explicative video by Inigo Quilez (the basic one, without the inside distance), adapted to the Bézier control point coordinates. This saves a lot of computation in certain cases, but the worst case is still pretty terrible, as shown by the heat map of this 'C' glyph: Heat map of how many distances are evaluated Indeed sometimes, it takes a long time to reach a good Bézier curve that is small enough to disregard most of the others. We observe it the further we go away from the beginning of the shape. So the next step is to find a good initial candidate. One cheap way to do that is to first compute the distance to the center point of each curve, and pick the smallest: // Find a good initial guess int best = 0; float boxd = 1e38; for (int i = 0; i < count; i++) { Bezier b = buf[base + i]; vec2 p0=b.p0, p1=b.p1, p2=b.p2, p3=b.p3; vec2 q0 = min(p0, min(p1, min(p2, p3))); vec2 q1 = max(p0, max(p1, max(p2, p3))); vec2 v = (q0+q1)*.5 - p; float h = dot(v,v); if (h < boxd) best=i, boxd=h; } // Initial guess Bezier bb = buf[base + best]; dist = min(dist, bezier_sq(p, bb.p0, bb.p1, bb.p2, bb.p3)); for (int i = 0; i < count; i++) { if (i == best) // We already computed this one continue; Bezier b = buf[base + i]; vec2 p0=b.p0, p1=b.p1, p2=b.p2, p3=b.p3; // ... This optimization is immediately reflected on the heat map, where only the central point seems to become a critical point (this glyph is a pathological case as it forms a circle): Heat map with a rough initial guess Winding number The last step is to figure out whether we are inside or outside the shape. There are two schools here, the even-odd and the non-zero rules. We'll pick the latter because that's the expectation in the case of font rendering. In deconstructing Bézier curves, we explained the theory of that specific algorithm so we're not going to dive into the details again. The basic idea is to strike a ray in one direction from our current position, and get how many times we cross a given curve. Here we will arbitrarily choose a horizontal ray line y = P_y where P is our current coordinate. The topology of each curve can hint us on whether it's worth considering it or not. For example, if every control point is above or below our current position, it can be ignored. We can store all the signs in a mask and bail out as soon as the ray is either completely below or completely above the bounding box of the curve: int signs = int(p0.y < p.y) | int(p1.y < p.y) << 1 | int(p2.y < p.y) << 2 | int(p3.y < p.y) << 3; if (signs == 0 || signs == 15) // all signs are identical return 0; Each sign indicates the position of the control point with regard to the ray. We can use the relative position of the starting point as a reference for the overall orientation (if there is a crossing, we know it will come from below or above): int inc = (signs & 1) == 0 ? 1 : -1; We also need to convert the Bézier curves to the usual polynomial at^3+bt^2+ct+d: vec2 a = -p0 + 3.*(p1 - p2) + p3, b = 3. * (p0 - 2.*p1 + p2), c = 3. * (p1 - p0), d = p0 - p; Then we can find the y-roots and check every point on the x-axis. For every crossing point (at most 3), we switch the sign: float r[5]; int count = root_find3(r, a.y, b.y, c.y, d.y); vec3 t = vec3(r[0], r[1], r[2]); vec3 v = ((a.x*t + b.x)*t + c.x)*t + d.x; if (count > 0 && v.x >= 0.) w += inc; if (count > 1 && v.y >= 0.) w -= inc; if (count > 2 && v.z >= 0.) w += inc; Since we already have a 5th degree root finder from the previous article, we just have to build a tiny version for the 3rd degree: int root_find3(out float r[5], float a, float b, float c, float d) { float r2[5]; int n = root_find2(r2, 3.*a, b+b, c); return cy_find5(r, r2, n, 0., 0., a, b, c, d); } Note Our root finder doesn't return roots outside [0,1] so no filtering is required. To summarize: int bezier_winding(vec2 p, vec2 p0, vec2 p1, vec2 p2, vec2 p3) { int w = 0; int signs = int(p0.y < p.y) | int(p1.y < p.y) << 1 | int(p2.y < p.y) << 2 | int(p3.y < p.y) << 3; if (signs == 0 || signs == 15) return 0; int inc = (signs & 1) == 0 ? 1 : -1; vec2 a = -p0 + 3.*(p1 - p2) + p3, b = 3. * (p0 - 2.*p1 + p2), c = 3. * (p1 - p0), d = p0 - p; float r[5]; int count = root_find3(r, a.y, b.y, c.y, d.y); vec3 t = vec3(r[0], r[1], r[2]); vec3 v = ((a.x*t + b.x)*t + c.x)*t + d.x; if (count > 0 && v.x >= 0.) w += inc; if (count > 1 && v.y >= 0.) w -= inc; if (count > 2 && v.z >= 0.) w += inc; return w; } For every sub-shape, we can accumulate the winding number, and use it at the end to decide whether we're inside or outside: float get_distance(vec2 p, Bezier buf[N], int counts[NC]) { int w = 0; int base = 0; float dist = 1e38; for (int j = 0; j < NC; j++) { int count = counts[j]; // Get the sign of the distance for (int i = 0; i < count; i++) { Bezier b = buf[base + i]; w += bezier_winding(p, b.p0, b.p1, b.p2, b.p3); } // ... } // Positive outside, negative inside return (w != 0 ? -1. : 1.) * sqrt(dist); } And voilà: Signed distance to the 'A' glyph from the Virgil font Warning This winding number logic might be too fragile: it doesn't cover potential degenerate cases such as horizontal tangents / duplicated roots. But for some reason, while I fought these issues for years, none of the weird corner cases seemed to glitch in my extensive tests, probably because the root finder is more resilient than what I was using before. Limitations Wicked curves This may look satisfying, but it's only the beginning of the problems. For example, variadic fonts are typically following chaotic patterns: The glyph 'e' in the Quicksand font In addition to the self overlapping part, notice the reverse folding triangle on the right. This completely wreck the distance field: Glyph with a broken SDF due to overlaps Even with a simple character display (meaning something that doesn't exploit the wide range of effects available with an SDF), it starts to glitch: Glitching glyph due to broken SDF Little "cracks" should appears around the overlaps. This can be mitigated by lowering the distance by a tiny constant to avoid the zero-crossing, but it impacts the overall glyph (it gets more bold). And it's not just because of variadic problem, sometimes designers rely on overlaps for simplicity: The glyph 't' in the Quicksand font And sometimes... well let's say they have a legitimate reason to do it: A Bengali glyph This is not something that can be addressed easily. For example, take these two overlapping shapes: Distance inside two overlapping shapes We see that the actual distance (white circle) is not the smallest distance to either shape, and it's not even the smallest distance to any edge: it is at an intersection point between two curves, which we do not have. Here we're dealing with line segments, but with cubic curves, the problem explodes in complexity. At this point, we need another strategy, like feeding the GPU renderer with preprocessed outline-only curves. Many people rely on curves flattening to address this issue. This is unfortunately yet another field of research that we're not going to explore this time. Inigo talked about the combination of signed distance if you want some ideas, but aside from the first one (giving up), none seems particularly applicable here. Atlas and overlapping distances Some effects such as blur or glow expand beyond the boundaries of the characters, so the distance field needs to be larger than the glyph itself. This means when an effect spread too large, there will be an overlap. If we're making an effect on a word, the distance field must be the unified version of all the word glyphs (or sometimes even the sentence). The classic approach of an atlas of glyph distances will not work reliably. In the following illustration, a geometry per glyph is used, each geometry is enlarged to account for the larger distance field, and we end up with potential overlaps when applying effects. Overlapping character geometries due to larger distance Rounded corners Like all distance maps, it suffers from the same limitations. The most common one is the rounded corners problem. This is typically addressed using a multi-channel signed distance field generator, but it's hard for me to tell how accessible it is for a portage on the GPU. msdfgen demonstration of corners improvement Note This problem only appears with intermediate textures. When computing exact distances like here directly in the shaders, this is not an issue. Effects Despite all these limitations, we can already do so much, so let's close this article on a positive note. This is not done here, but all of these effects are free as soon as we have the distance field stored in an intermediate texture. First, we have anti-aliasing / blur: AA / blur effect I wrote a dedicated article on the subject of AA (and blur) on SDF if you want more information on how to achieve that. The shape can also be drastically altered with a simple operator such as "rounding": d -= rounding; Rounding effect This is the same technique we suggested to cover up for the overlap glitch earlier, just rebranded as an effect. In the same spirit we can also create an outline stroke (on the outer edge to preserve the original glyph design): Outline effect This is sooo useful because it makes it possible for our text to be visible no matter what the background is. So many editors don't have this feature because it's hard and expensive to do correctly. Given a distance field though, all we have to do is this (which also includes anti-aliasing on every border): float aa = fwidth(d); // pixel width estimates float w = aa * .5; // half diffuse width vec2 b = vec2(0,1)*outline - d; // inner and outer boundaries; vec2(-1,0) for inner, vec2(-.5,.5) for centered float inner_mask = smoothstep(-w, w, b.x); // cut-off between the outline and the outside (whole shape w/ outline) float outer_mask = smoothstep(-w, w, b.y); // cut-off between the fill color and the outline (whole shape w/o outline) float outline_mask = outer_mask - inner_mask; vec3 o = (inner_color*inner_mask + outline_color*outline_mask) * outer_mask; We can also dig into our character with d = abs(d)-ring: Ring effect And maybe apply some glow to create a neon effect: Ring combined with a neon/glow effect float glow_power = glow * exp(-max(d, 0.) * 10.); o += glow_color * glow_power; We could also do drop shadows, all sorts of distortions, or so many other creative way exploiting this distance. You get the idea: it is fundamental as soon as you want fast visual effects. Conclusion This article is the last of the series on 2D rendering for me. I've wanted to share this experience and knowledge after many years of struggling (mostly alone) on these issues. I wish I could have succeeded in providing a good free and open-source text effects rendering engine to compete with the industry standards. (Un)fortunately for me, the adventure stops here, but I hope this will benefit creators and future tinkerers interested in the subject.

1st Nov 2025 • 1 votes
Code golfing a tiny demo using maths and a pinch of insanity

A few weeks ago, I made a tiny demo that fits into 448 characters: Red Alp GLSL demo in 448 characters void main(){vec3 c,p,K=vec3(3,1,0);for(float z,i,a,g=1.,t,h,d,w,k=.15;i++<1e2;d=max(max(d-3. ,-d),a=z)*k,w=g-g/exp(h>.001?a++,d/.4:h*3e2),g-=a*=w,c+=a*d*4.5+(d>z?z:h/2e2)*K,a=min(p.y+2. ,1.),c.r+=w*a*a*.1,t+=min(h*.2,k/=.985))for(p=normalize(vec3(P+P-R,R.y))*t,p.xz*=mat2(cos( sin(T*.2)+K.zyxz*11.)),p.z+=T*.3,d=p.y,h=d+.5,a=.01;a<1.;a+=a)p.xz*=mat2(8,6,-6,8)*.1,d+=abs (dot(sin((p/a+T)*.3),p-p+a)),h+=abs(dot(sin(p.xz*.6/a),P-P+a));O=vec4(tanh(c),1);} Note The number of characters was 464 characters at first, but thanks to the community it got reduced further, and the article updated accordingly. There is no texture, no mesh, no 3D helper: it's simply a procedural mathematical formula evaluated at each pixel assigning them a color. Code golfing is about making it as short as possible, and thus is part of the art performance. To put things into perspective, the 853x480 JPEG thumbnail of this article is 167x larger than this code. You can watch a larger version on its main dedicated page, or a portage on Shadertoy (484 chars). If your device is not powerful enough (I'm sorry for the lag on this page) or doesn't support WebGL2, a short preview video can be seen on Mastodon. I'm guessing the wizardry of the code has confused many people so we're going to dive through the making-of together. Overall, this demo is a particularly dense and entangled compilation of different techniques, where each aspect could mandate a dedicated article. For that reason, some parts will prefer to link to external resources when the literacy is verbose on the subject. Warning Some demos in this article will start "decaying" over time due to floating point variables getting too large. Reloading the page should fix that. The base template The code is written in GLSL and is executed for each pixel (technically each fragment) on a simple quad geometry (to be accurate it's even a single big triangle). There is no geometry aside from that, it's basically just a fragment shader. The fragment receives 3 different inputs: the canvas resolution vec2 R the time float T the pixel position vec2 P (basically gl_FragCoord.xy) And it has to output a sRGB color in out vec3 O. The code has to be written in a void main() function, and that's pretty much all we need to start. If you're curious about the glue to setup WebGL2, just look at the source code on the dedicated page. There is no external dependency and the canvas setup code is pretty simple. Development setup For development, people usually directly use Shadertoy. I prefer to use my own local live coding environment: ShaderWorkshop. It can be run without setting up anything, just uv run --with shader-workshop sw-server (assuming the uv Python package manager is installed on the machine). Aside from the comfort of being able to use your favorite code editor, it allows instancing live controls for uniforms very easily, making it smooth to interact with any value and get an immediate feedback. Red Alp demo with user controls as seen from ShaderWorkshop Noise One of the core primitive we need is a noise function: it is required for the mountains, the fog, and the clouds. In a recent article, I talked about gradient noise. We could technically use that, but it will have a lot of drawbacks. First of all, it's super expensive. I know because I made a demo using it the other day, and it was awfully slow. Once per pixel would be fine, but in our case it will have to be evaluated a hundred times, so we need something faster. Secondly, we're trying to make it as short as possible, and the 2D gradient noise, even minified, is already twice as big as the size of the full demo. We will also need a 3D noise for the clouds and fog, which is even larger and more expensive. And that's not even accounting for the fbm signal combination code. Inigo Quilez, in his famous Rainforest, used value noise. It is faster, but it still won't do for us for the same reasons, just somehow mitigated. And since we're professionals, we're not going to cheat by sampling a noise texture. Fortunately, while reverse engineering some Shadertoy demos, in particular the ones from diatribes, I came across some code that made use of this incredible technique of accumulating sine waves. Combining sin waves Let's say we want to combine two sine waves in order to get a height map as a 3rd dimension. There are multiple ways of achieving that. For example, we can multiply them: But we could also add them together: The surprising take here is that... it's pretty much equivalent. It doesn't give the same result for sure, but visually it could be considered the same, just with a frequency and amplitude a bit different, and rotated on the z axis by 45°. Similarly, you may think using cosines instead of sinusoids would make a difference, but no, even when combined together, they always give the same base pattern we just saw. So let's pick one, let's say z=\sin x + \sin y. But this time, we're going to take the absolute value to transform the up and down pattern into bumps: These bumps are the perfect base for clouds, but not so much for spiky mountains going through aggressive erosion. But with the help of this weird little trick, we can just flip the shape upside down to get sharp edges: We now have the basis for both our clouds and mountains, but it's not yet convincing. The next step is to use the fbm loop as if we were dealing with Gaussian or value noise: we accumulate several frequencies of our signal together: S is the sign (-1 for spiky, 1 for bobby) i is the octave identifier going from 0 to N-1 (included). F(x,y) is usually the noise signal function, in our case it's the sinusoid combination function, we choose |\sin x + \sin y| here. l is the lacunarity factor, that is how frequency changes at each octaves; this is usually a multiply by 2 or a close value. g is the gain, that is by how the amplitude changes at each octaves; this is usually a multiply by 0.5 or a close value. Without surprise this is still very periodic, but we can see a glimpse of chaos emerging. The final touch does all the magic: all we have to do now is simply rotate each layer by like, 30° or something (I'll pick 0.5 radians here, or about 29°): The symmetry around the origin is still noticeable, but the illusion will work as we will move away from it. It's also possible to add some phase or offsetting (arbitrary addition within the sin or between each layer). I implemented this in a Desmos 3D scene with all the parameters if one wants to play with it. The formula there has a few more controls, for example the vertical location, an optional transition offset in addition to the rotation, and controls for the base frequency and amplitude. If this mathematical gibberish is above your head, a GLSL code for the 2D noise could look like this with a lacunarity of 2, a gain of 0.5 and 5 octaves: float noise(vec2 p) { float v = 0.0; float amplitude = 1.0; for (int i = 0; i < 5; i++) { p = rotate(0.5) * p; // rotate our space (more on this in the next section) v += abs(sin(p.x) + sin(p.y)) * amplitude; // accumulate noise p *= 2.0; // double the frequency at each octave amplitude *= 0.5; // half the amplitude at each octave } return v; } One cool trick here: abs(sin(p.x)+sin(p.y)) could also be written abs(dot(sin(p),vec2(1))). This is interesting because now we can operate on the two components of p, easing the possibility to modify them at once (for example doing p*A+B). The dot trick doesn't work with sin(p.x)*sin(p.y), but fortunately, as we saw before, multiply and addition are similar and could be swapped in various situations. Rotations We needed some rotation for the noise, and they will be required again soon, so we need to have a closer look to them. Let's start with the formula most people are familiar with: A matrix can be seen as a function, so mathematically writing p'=M \cdot p would be equivalent to the code p=rotate(angle)*p with: // Matrix for a counter-clockwise rotation mat2 rotate(float a) { return mat2( cos(a), sin(a), // column 1 -sin(a), cos(a) // column 2 ); } Doing p'=M \cdot p is rotating the space p lies into, which means it gives the illusion the object is rotating clockwise. Though, in the expression p=rotate(angle)*p, I can't help but be bothered by the redundancy of p, so I would prefer to write p*=rotate(angle) instead. Since matrices are not commutative, this will instead do a counter-clockwise rotation of the object. The inlined rotation ends up being: p *= mat2(cos(a),sin(a),-sin(a),cos(a)); // counter-clockwise rotation of object at point p Note To make the rotation clockwise, we can of course use -a, or we can transpose the matrix: mat2(cos(a),-sin(a),sin(a),cos(a)). This is problematic though: we need to repeat the angle 4 times, which can be particularly troublesome if we want to create a macro and/or don't want an intermediate variable for the angle. But I got you covered: trigonometry has a shitton of identities, and we can express every sin according to a cos (and the other way around). For example, here is another formulation of the same expression: p *= mat2(cos(a + vec4(0,3,1,0)*PI/2.0)); Now the angle appears only once, in a vectorized cosine call. GLSL has degrees() and radians() functions, but it doesn't expose anything for \pi nor \tau constants. And of course, it doesn't have sinpi and cospi implementation either. So it's obvious they want us to use \arccos(-1) for \pi and \arccos(0) for \pi/2: p *= mat2(cos(a + vec4(0,3,1,0)*acos(0.))); Note To specify a as a normalized value, we can use mat2(cos((a*4.+vec4(0,3,1,0))*acos(0.))). On his Unofficial Shadertoy blog, Fabrice Neyret goes further and provide us with a very cute approximation, which is the one we will use: p *= mat2(cos(a + vec4(0,11,33,0))); I checked for the best numbers in 2 digits, and I can confirm they are indeed the ones providing the best accuracy. Comparison of the 2 rotations matrices On this last figure, the slight red/green on the outline of the circle represents the loss of precision. Note With 3 digits, 344 and 699 can respectively be used instead of 11 and 33. This is good when we want a dynamic rotation angle (we will need that for the camera panning typically), but sometimes we just need a hardcoded value: for example in the rotate(0.5) of our combined noise function. mat2(cos(.5+vec4(0,11,33,0))) is fine but we can do better. Through Inigo's demos I found the following: mat2(.8,.6,-.6,.8). It makes a rotation angle of about 37° (around 0.64 radians) in a very tiny form. Since 0.5 was pretty much arbitrary, we can just use this matrix as well. And we can make it even smaller (thank you jolle): p *= mat2(8,6,-6,8)*.1; // rotate p counter-clockwise by about 37° without any trigo One last rotation tip from Fabrice's bag of tricks: rotating in 3D around an axis can be done with the help of GLSL swizzling: p.xz *= rotate(0.5); // 3D rotation around y-axis (the absent component) We will use this too. Note p.zy *= rotate(.5) is the same p.yz *= rotate(-.5), if we need to save one character and can't transpose the matrix. Camera (and axis) setup One last essential before going creative is the camera setup. We start with the 2D P pixel coordinates which we are going to make resolution independent by transforming them into a traditional mathematical coordinates system: // 1:1 ratio with [-1,1] along the shortest axis (horizontal or vertical) vec2 u = (2.0*P - R) / min(R.x, R.y); Since we know our demo will be rendered in landscape mode, dividing by R.y is enough. We can also save one character using P+P: // 1:1 ratio with [-1,1] along the vertical axis vec2 u = (P+P - R) / R.y; To enter 3D space, we append a third component, giving us either a right or a left-handed Y-up coordinates system. This choice is not completely random. Indeed, it's easier/shorter to add a 3rd dimension at the end compared to interleaving a middle component. Compare the length of vec3(P, z) to vec3(P.x, z, P.y) (Z-up convention). In the former case, picking just a plane remains short and easy thanks to swizzling: p.xz instead of p.xy. To work in 3D, we need an origin point (ro for ray origin) and a looking direction (rd for ray direction). ro is picked arbitrarily for the eye position, while rd is usually calculated thanks to a lookAt helper: // Right-hand with Y-up (like Godot) mat3 lookAt(vec3 origin /* where we are */, vec3 target /* where we look */) { vec3 w = normalize(target - origin); vec3 u = normalize(cross(w, vec3(0,1,0))); vec3 v = normalize(cross(u, w)); // Note: normalize() can be ditched here return mat3(u, v, w); } Right-hand Y-up 3D coordinates system Which is then used like that, for example: vec2 u = (P+P - R) / R.y; vec3 target = /* ... */; vec3 ro = /* ... */; vec3 rd = normalize(lookAt(ro, target) * vec3(u, 1)); Note I made a Shadertoy demo to experiment with different 3D coordinate spaces if you are interested in digging this further. All of this is perfectly fine because it is flexible, but it's also way too much unnecessary code for our needs, so we need to shrink it. One approach is to pick a simple origin and straight target point so that the matrix is as simple as possible. And then later on apply some transformations on the point. If we give ro=vec3(0) and target=vec3(0,0,1), we end up with an identity matrix, so we can ditch everything and just write: vec3 rd = normalize(vec3((P+P - R) / R.y, 1)); This can be shorten further: since the vector is normalized anyway, we can scale it at will, for example by a factor R.y, saving us precious characters: vec3 rd = normalize(vec3(P+P - R, R.y)); And just like that, we are located at the origin vec3(0), looking toward Z+, ready to render our scene. Mountain height map It's finally time to build our scene. We're going to start with our noise function previously defined, but we're going tweak it in various ways to craft a mountain height map function. Here is our first draft: const float mountain_y = -0.5; // mountain y-axis position const float mountain_f = 0.6; // mountain base frequency float mountain_height_map(vec2 p) { float h = mountain_y; for (float a = 1.0; a > 0.01; a /= 2.0) { p *= rotate(0.5); h += abs(dot(sin(p*mountain_f / a), vec2(1))) * a; // dot(sin(v),1) -> sin(v.x)+sin(v.y) } return -h; // minus for the spiky version of the noise } We're exploiting one important correlation of the noise function: at every octave, the amplitude is halving while the frequency is doubling. So instead of having 2 running variables, we just have an amplitude a getting halved every octave, and we divide our position p by a (which is the same as multiplying by a frequency that doubles itself). I actually like this way of writing the loop because we can stop the loop when the amplitude is meaningless (a>0.01 acts as a precision stopper). Unfortunately, we'll have to change it to save one character: a/=2. is too long for the iteration, we're going to double instead by using a+=a which saves one character. So instead the loop will be written the other way around: for (float a=.01; a<1.; a+=a). It's not exactly equivalent, but it's good enough (and we can still tweak the values if necessary). We're going to inline the constants and rotate, and use one more cool trick: vec2(1) can be shortened: we just need another vec2. Luckily we have p, so we can simply replace it with p/p. Finally, we can get rid of the braces of the for loop by using the , in its local scope: float mountain_height_map(vec2 p) { float h = -.5; for (float a=.01; a<1.; a+=a) p *= mat2(8,6,-6,8)*.1, h += abs(dot(sin(p*.6/a), p/p))*a; return -h; } p/p works fine as long as it's not zero. In this particular case, we can instead use vec2(0) (obtained with p-p) and then include the a amplitude multiplier within the expression: abs(dot(sin(p*.6/a), p-p+a)). (p-p+a is the same as vec2(a) when p is a vec2). We end up with the following safer version: float mountain_height_map(vec2 p) { float h = -.5; for (float a=.01; a<1.; a+=a) p *= mat2(8,6,-6,8)*.1, h += abs(dot(sin(p*.6/a), p-p+a)); return -h; } Mountain height map in 2D (rescaled for display) To render this in 3D, we are going to do some ray-marching. Solid ray-marching The main technique used in most Shadertoy demos is ray-marching. I will assume familiarity with the technique, but if that's not the case, An introduction to Raymarching (YouTube) by kishimisu and Painting with Math: A Gentle Study of Raymarching by Maxime Heckel were good resources for me. In short: we start from a position in space called the ray origin ro and we project it toward a ray direction rd. At every iteration we check the distance to the closest solid in our scene, and step toward that distance, hoping to converge closer and closer to the object boundary. We end up with this main loop template: float t = 0.0; vec3 ro = vec3(0); // ray origin vec3 rd = normalize(vec3(P+P - R, R.y)); // ray direction // 100 iterations should be enough to hit something if there is any for (int i = 0; i < 100; i++) { vec3 p = ro + rd*t; // t amount in rd direction from ro origin float h = distance_to_solid(p); // 3D distance function if (h < 0.001) { // we converged close enough to a solid // Here we assign a color according to where p is // [...] break; } t += h; // there is no solid closer than h so we step by that much } This works fine for solids expressed with 3D distance fields, that is functions that for a given point give the distance to the object. We will use it for our mountain, with one subtlety: the noise height map of the mountain is not exactly a distance (it is only the distance to what's below our current point p): float distance_to_solid(vec3 p) { // positive outside, negative inside return p.y - mountain_height_map(p.xz); } Because of this, we can't step by the distance directly, or we're likely to go through mountains during the stepping (t += h). A common workaround here is to step a certain percentage of that distance to play it safe. Technically we should figure out the theorical proper shrink factor, but we're going to take a shortcut today and just arbitrarily cut. Using trial and error I ended up with 20% of the distance. After a few simplifications, we end up with the following (complete) code: float mountain_height_map(vec2 p) { float h = .5; for (float a=.01; a<1.; a+=a) p *= mat2(8,6,-6,8)*.1, h += abs(dot(sin(p*.6/a), p-p+a)); return -h; } float distance_to_solid(vec3 p) { return p.y - mountain_height_map(p.xz); } void main() { vec3 rd = normalize(vec3(P+P - R, R.y)); float t = 0.0, color = 0.0; for (int i = 0; i < 100; i++) { vec3 p = rd*t; p.z += T*.2; // move forward float h = distance_to_solid(p); if (h < 0.001) { color = exp(-t*t*.01); // depth map like "coloring" break; } t += h * 0.2; } O = vec4(vec3(pow(color, 3.0/2.2)), 1); } Basic ray-marching of the mountain height map We start at ro=vec3(0) so I dropped the variable entirely. You may be curious about the power at the end; this is just a combination of luminance perception with gamma 2.2 (sRGB) transfer function. It only works well for grayscale; for more information, see my previous article on blending. Clouds and fog Compared to the mountain, the clouds and fog will need a 3 dimensional noise. Well, we don't need to be very original here; we simply extend the 2D noise to 3D: float noise3(vec3 p) { float v; for (float a=.01; a<1.; a+=a) p.xz *= mat2(8,6,-6,8)*.1, v += abs(dot(sin(p*.3/a + T*.3), p-p+a)); return v; } The base frequency is lowered to 0.3 to make it smoother, and the p goes from 2 to 3 dimensions. Notice how the rotation is only done on the y-axis, the one pointing up): don't worry, it's good enough for our purpose. We also add a phase (meaning we are offsetting the sinusoid) of T*0.3 (T is the time in seconds, slowed down by the multiply) to slowly morph it over time. The base frequency and time scale being identical is a happy "coincidence" to be factored out later (I actually forgot about it until jolle reminded me of it). You also most definitely noticed v isn't explicitly initialized: while only true WebGL, it guarantees zero initialization so we're saving a few characters here. Volumetric ray-marching For volumetric material (clouds and fog), the loop is a bit different: instead of calculating the distance to the solid for our current point p, we do compute the density of our target "object". Funny enough, it can be thought as a 3D SDF but with the sign flipped: positive inside (because the density increases as we go deeper) and negative outside (there is no density, we're not in it). const float clouds_y = 3.0; // vertical position float clouds_density(vec3 p) { float n = noise3(p); // random value associated with a 3D position in space float h = -clouds_y + n; // similar to mountain_height_map() but 3d and bobby float d = p.y - h; // similar to distance_to_solid() d = -d; // flip sign: distance to density // We are only interested in the density within the material, // the density will be considered 0 when outside of it. return max(d, 0.0); } For simplicity, we're going to rewrite the function like this: const float clouds_y = 3.0; float clouds_density(vec3 p) { float n = noise3(p); float d = -p.y - cloud_y + n; return max(d, 0.0); } Compared to the solid ray-marching loop, the volumetric one doesn't bail out when it reaches the target. Instead, it slowly steps into it, damping the light as the density increases: const float absorption = 0.15; const float radiance = 1.0; void main() { float step_len = 0.15; float t; vec3 rd = normalize(vec3(P+P-R,R.y)); vec3 color; float transmittance = 1.0; // remaining visibility for (int i = 0; i < 100; i++) { vec3 p = rd*t; // Move camera forward p.z += T * 1.5; // How many particules of the material we can find at that position // If negative, we're not in the element yet, otherwise it's the density // (getting higher as we go deeper into it typically). float d = clouds_density(p); // Integrate the density discretely: we assume the segment of length // we're walking has the same point density all along d *= step_len; // The fraction of light that survives through this segment (Beer-Lambert law) // The denser, the closer to 0 this gets float attenuation = exp(-d*absorption); float emission = d*radiance; // how much light is emitted along the segment (glow) float alpha = 1.0 - attenuation; // fraction of light removed for that given density segment float weight = alpha * transmittance; // Accumulate color emission color += weight * emission; transmittance -= weight; // could also be written transmittance *= attenuation // Normal volumetric marching (step_len) clamped to the distance to the // solid (mountain) t += step_len; // Larger volumetric steps as we go far step_len *= 1.015; } O = vec4(pow(color, vec3(3.0/2.2)), 1); } The core idea is that the volumetric material emit some radiance but also absorbs the atmospheric light. The deeper we get, the smaller the transmittance gets, til it converges to 0 and stops all light. All the threshold you see are chosen by tweaking them through trial and error, not any particular logic. It is also highly dependent on the total number of iterations. Note Steps get larger and larger as the distance increases; this is because we don't need as much precision per "slice", but we still want to reach a long distance. Basic volumetric ray-marching of the clouds density map We want to be positioned below the clouds, so we're going to need a simple sign flip in the function. The fog will take the place at the bottom, except upside down (the sharpness will give a mountain-hug feeling) and at a different position. clouds_density() becomes: const float clouds_y = 3.0; const float fog_y = 0.0; float clouds_fog_density(vec3 p) { float n = noise3(p); float clouds_d = p.y - clouds_y + n; float fog_d = p.y - fog_y + n; // Pick the element with the highest density (they don't overlap anyway) float d = max(clouds_d, -fog_d); return max(d, 0.0); } Both clouds and fog with volumetric ray-marching For more resources on volumetric rendering, following are the ones I studied the most: Volumetric Rendering in 2 parts, by Chris Real-time dreamy Cloudscapes with Volumetric Raymarching, by Maxime Heckel again Volumetric Raymarching, by Xor Combining ray-marching Having a single ray-marching loop combining the two methods (solid and volumetric) can be challenging. In theory, we should stop the marching when we hit a solid, bail out of the loop, do some fancy normal calculations along with light position. We can't afford any of that, so we're going to start doing art from now on. We start from the volumetric ray-marching loop, and add the distance to the mountain: for (int i = 0; i < 100; i++) { vec3 p = rd*t; // ... float d = clouds_fog_density(p); float h = distance_to_solid(p); // ... } If h gets small enough, we can assume we hit a solid: bool solid = h < 0.001; In volumetric, the attenuation is calculated with the Beer-Lambert law. For solid, we're simply going to make it fairly high: - float attenuation = exp(-d*absorption); + float attenuation = solid ? 0.95 : exp(-d*absorption); This has the effect of making the mountain like a very dense gas. We're also going to disable the light emission from the solid (it will be handled differently down the line): - float emission = d*radiance; + float emission = solid ? 0.0 : d*radiance; The transmittance is not going to be changed when we hit a solid as we just want to accumulate light onto it: - transmittance -= weight; + if (!solid) transmittance -= weight; Finally, we have to combine the volumetric stepping (t += step_len) with the solid stepping (t += h*0.2) by choosing the safest step length, that is the minimum: - t += step_len; + t += min(h*0.2, step_len); We end up with the following: Combination of volumetric and solid ray-marching We can notice the mountain from negative space and the discrete presence of the fog, but it's definitely way too dark. So the first thing we're going to do is boost the radiance, as well as the absorption for the contrast: -const float absorption = 0.15; -const float radiance = 1.0; +const float absorption = 2.5; +const float radiance = 4.5; This will make the light actually overshoot, so we also have to replace the current gamma 2.2 correction with a cheap and simple tone mapping hack: tanh(): - O = vec4(pow(color, vec3(3.0/2.2)), 1); + O = vec4(tanh(color), 1); Tonemapping the scene The clouds and fog are much better but the mountain is still trying to act cool. So we're going to tweak it in the loop: emission += 0.1; This boosts the overall emission. While at it, since the horizon is also sadly dark, we want to blast some light into it: color += d == 0.0 ? 0.005*h : 0.0; mkbosmans from HackerNews noticed that the opposite of d==0.0 is actually d>0.0 due to the max(...,0). So we could write it more simply: color += d > 0.0 ? 0.0 : 0.005*h; When the density is null (meaning we're outside clouds and fog), an additional light is added, proportional to how far we are from any solid (the sky gets the most boost basically). More atmospheric light The mountain looks fine but I wanted a more eerie atmosphere, so I changed the attenuation: - float attenuation = solid ? 0.95 : exp(-d*absorption); + float attenuation = exp(solid ? -h*300.0 : -d*absorption); Now instead of being a hard value, the attenuation is correlated with the proximity to the solid (when getting close to it). This has nothing to with any physics formula or anything, it's more of an implementation trick which relies on the ray-marching algorithm. The effect it creates is those crack-like polygon edges on the mountain. To add more to the effect, the emission boost is tweaked into: - emission += 0.1; + float e = min(p.y - mountain_y + 1.5, 1.0); + emission += e*e * 0.1; This makes the bottom of the mountain darker quadratically: only the tip of the mountain would have the glowing cracks. Making mountains eerie Color We've been working in grayscale so far, which is a usually a sound approach to visual art in general. But we can afford a few more characters to move the scene to a decent piece of art from the 21st century. Adding the color just requires very tiny changes. First, the emission boost is going to target only the red component of the color: - emission += e*e * 0.1; float alpha = 1. - attenuation; float weight = alpha * transmittance; color += weight * emission; + color.r += weight * e*e * 0.1; And similarly, the overall addition of light into the horizon/atmosphere is going to get a redish/orange tint: - color += d > 0.0 ? 0.0 : 0.005*h; + color += (d > 0.0 ? 0.0 : 0.005*h) * vec3(3,1,0); Add a red/orange tint Last tweaks We're almost done. For the last tweak, we're going to add a cyclic panning rotation of the camera, and adjust the moving speed: p.xz *= mat2(cos(sin(T*.2)+vec4(0,11,33,0))); p.z += T*.3; Note I'm currently satisfied with the "seed" of the scene, but otherwise it would have been possible to nudge the noise in different ways. For example, remember the sin can be replaced with cos in either or both volumetric and mountain related noises. Similarly, the offsetting +T could be changed into -T for a different morphing effect. And of course the rotations can be swapped (either by changing .xz into .zx or transposing the values). Code golfing At this point, our code went through early stages of code golfing, but it still needs some work to reach perfection. Stripped out of its comments, it looks like this: // Reference code: 1278 chars (unnecessary spaces and line breaks are not counted) const float fog_y = 0.0; const float clouds_y = 3.0; const float mountain_y = -0.5; const float absorption = 2.5; const float radiance = 4.5; float noise3(vec3 p) { float v; for(float a=.01; a<1.; a+=a) p.xz *= mat2(8,6,-6,8)*.1, v += abs(dot(sin(p*.3/a + T*.3), vec3(1)))*a; return v; } float clouds_fog_density(vec3 p) { float n = noise3(p); float clouds_d = p.y-clouds_y+n; float fog_d = p.y-fog_y+n; float d = max(clouds_d, -fog_d); return max(d, 0.0); } float mountain_height_map(vec2 p) { float h = -mountain_y; for (float a=.01; a<1.; a+=a) p *= mat2(8,6,-6,8)*.1, h += abs(dot(sin(p*.6/a), vec2(1)))*a; return -h; } float distance_to_solid(vec3 p) { return p.y - mountain_height_map(p.xz); } void main() { float step_len = 0.15; float t; vec3 color; float transmittance = 1.0; vec3 rd = normalize(vec3(P+P-R,R.y)); for (int i = 0; i < 100; i++) { vec3 p = rd*t; p.xz *= mat2(cos(sin(T*.2)+vec4(0,11,33,0))); p.z += T*.3; float d = clouds_fog_density(p); float h = distance_to_solid(p); bool solid = h < 0.001; d *= step_len; float attenuation = exp(solid ? -h*300.0 : -d*absorption); float emission = solid ? 0.0 : d*radiance; float e = min(p.y - mountain_y + 1.5, 1.0); float alpha = 1. - attenuation; float weight = alpha * transmittance; color += weight * emission; color.r += weight * e*e * 0.1; color += (d > 0.0 ? 0.0 : 0.005*h) * vec3(3,1,0); if (!solid) transmittance -= weight; t += min(h*0.2, step_len); step_len *= 1.015; } O = vec4(tanh(color), 1); } The first thing we're going to do is notice that both the mountain, clouds, and fog use the exact same loop. Factoring them out and inlining the whole thing in the main function is the obvious move: // 922 chars const float fog_y = 0.0; const float clouds_y = 3.0; const float mountain_y = -0.5; const float absorption = 2.5; const float radiance = 4.5; void main() { float step_len = 0.15; float t; vec3 color; float transmittance = 1.0; vec3 rd = normalize(vec3(P+P-R,R.y)); for (int i = 0; i < 100; i++) { vec3 p = rd*t; p.xz *= mat2(cos(sin(T*.2)+vec4(0,11,33,0))); p.z += T*.3; float d = p.y; float h = p.y-mountain_y; for (float a=.01; a<1.; a+=a) p.xz *= mat2(8,6,-6,8)*.1, d += abs(dot(sin(p*.3/a + T*.3), vec3(1)))*a, h += abs(dot(sin(p.xz*.6/a), vec2(1)))*a; d = max(max(d-clouds_y, -(d-fog_y)), 0.0); bool solid = h < 0.001; d *= step_len; float attenuation = exp(solid ? -h*300.0 : -d*absorption); float emission = solid ? 0.0 : d*radiance; float e = min(p.y - mountain_y + 1.5, 1.0); float alpha = 1. - attenuation; float weight = alpha * transmittance; color += weight * emission; color.r += weight * e*e * 0.1; color += (d > 0.0 ? 0.0 : 0.005*h) * vec3(3,1,0); if (!solid) transmittance -= weight; t += min(h*0.2, step_len); step_len *= 1.015; } O = vec4(tanh(color), 1); } Next, we are going to do the following changes: Rename every variable to single letter or inline them whenever possible Inline all constants Remove any explicit zero initialization Use float instead of int for the iterator and bool for the solid flag Pack all float and vec3 declarations together Simplify numbers: 1e2 instead of 100.0, 3. instead of 3.0, etc. vec*() constructor act like cast, so you can pass down integers Instead of *x, /(1/x) is sometimes shorter (for example /.4 instead of *2.5) (thanks coyote) // 491 chars void main() { vec3 c, p; for (float i, a, g=1., t, h, d, w, k=.15, x, e; i < 1e2; i++) { p = normalize(vec3(P+P-R,R.y))*t; p.xz *= mat2(cos(sin(T*.2)+vec4(0,11,33,0))); p.z += T*.3; d = p.y; h = p.y+.5; for (a=.01; a<1.; a+=a) p.xz *= mat2(8,6,-6,8)*.1, d += abs(dot(sin(p*.3/a + T*.3), vec3(1)))*a, h += abs(dot(sin(p.xz*.6/a), vec2(1)))*a; d = max(max(d-3., -d), 0.); x = h < .001 ? 0. : 1.; d *= k; e = min(p.y+2., 1.); w = g * (1. - exp(x==0. ? -h*3e2 : -d/.4)); c += w * x*d*4.5; c.r += w * e*e * .1; c += (d > 0. ? .0 : h/2e2) * vec3(3,1,0); g -= w * x; t += min(h*.2, k); k /= .985; } O = vec4(tanh(c), 1); } Last pass of tricks: Merge and unroll more expressions together Use alternative forms for vec*(1) Rely on mathematical equivalences such as e^{-x}=1/e^x Some symbol names can be reused (see a) Notice how the rotation matrix coefficients (0,11,33,0) are close to the red factors (3,1,0)? That's right, we can factor that out into a shared constant K. Iterate i within the condition We're going to inline k*=1.015 inside the min(): this is not equivalent, but in practice it makes no difference The first 5 instructions of the main loop go into the initialization placeholder of the inner for, and all the others go into the iteration placeholder of the outer for, so that we can remove all {} Declare a z to be used instead of 0. since we have a bunch of them (thanks coyote) The x = h < .001 ? 0. : 1. can also be obtained progressively through some increment trick (thanks coyote) I'm also reordering a bit some instructions for clarity 🙃 // 448 chars void main() { vec3 c,p,K=vec3(3,1,0); for(float z,i,a,g=1.,t,h,d,w,k=.15; i++<1e2; d = max(max(d-3.,-d),a=z)*k, w = g-g/exp(h>.001?a++,d/.4:h*3e2), g -= a*=w, c += a*d*4.5+(d>z?z:h/2e2)*K, a = min(p.y+2.,1.), c.r += w*a*a*.1, t += min(h*.2,k/=.985)) for(p=normalize(vec3(P+P-R,R.y))*t, p.xz*=mat2(cos(sin(T*.2)+K.zyxz*11.)), p.z+=T*.3, d=p.y,h=d+.5,a=.01;a<1.;a+=a) p.xz *= mat2(8,6,-6,8)*.1, d += abs(dot(sin((p/a+T)*.3),p-p+a)), h += abs(dot(sin(p.xz*.6/a),P-P+a)); O = vec4(tanh(c),1); } And here we are. All we have to do now is remove all unnecessary spaces and line breaks to obtain the final version. I'll leave you here with this readable version. Golfer by Courtney Cook (Unsplash) Forewords I'm definitely breaking the magic of that artwork by explaining everything in detail here. But it should be replaced with an appreciation for how much concepts, math, and art can be packed in so little space. Maybe this is possible because they fundamentally overlap? Nevertheless, writing such a piece was extremely refreshing and liberating. As a developer, we're so used to navigate through mountains of abstractions, dealing with interoperability issues, and pissing glue code like robots. Here, even though GLSL is a very crude language, I can't stop but being in awe by how much beauty we can produce with a standalone shader. It's just... Pure code and math, and I just love it.

29th Sep 2025 • 1 votes
The current technology is not ready for proper blending

The idea that we must always linearize sRGB gradients or work in a perceptually uniform colorspace is starting to be accepted universally. But is it that simple? When I learned about the subject, it felt like being handed a hammer and using it everywhere. The reality is a bit more nuanced. In this article we will see when to use which, how to use them, and we will then see why the situation is more dire than it looks. Code snippets Before we start, since we are going to use GLSL as language, following are the reference functions we will use for the rest of the article. vec3 s2l(vec3 c) { // sRGB to linear return mix(c/12.92, pow((max(c,0.0)+0.055)/1.055,vec3(2.4)), step(vec3(0.04045),c)); } vec3 l2s(vec3 c) { // linear to sRGB return mix(c*12.92, 1.055*pow(max(c,0.0),vec3(1./2.4))-0.055, step(vec3(0.0031308),c)); } vec3 l2oklab(vec3 rgb) { // linear to OkLab const mat3 rgb2lms = mat3( +0.4122214708, +0.2119034982, +0.0883024619, +0.5363325363, +0.6806995451, +0.2817188376, +0.0514459929, +0.1073969566, +0.6299787005); const mat3 lms2lab = mat3( +0.2104542553, +1.9779984951, +0.0259040371, +0.7936177850, -2.4285922050, +0.7827717662, -0.0040720468, +0.4505937099, -0.8086757660); vec3 lms = rgb2lms * rgb; return lms2lab * pow(lms, vec3(1.0/3.0)); } vec3 oklab2l(vec3 lab) { // OkLab to linear const mat3 lab2lms = mat3( +1.0000000000, +1.0000000000, +1.0000000000, +0.3963377774, -0.1055613458, -0.0894841775, +0.2158037573, -0.0638541728, -1.2914855480); const mat3 lms2rgb = mat3( +4.0767416621, -1.2684380046, -0.0041960863, -3.3077115913, +2.6097574011, -0.7034186147, +0.2309699292, -0.3413193965, +1.7076147010); vec3 lms = lab2lms * lab; return lms2rgb * (lms*lms*lms); } Also, the output of the pipeline will be expected to be sRGB all the time. Color gradients To illustrate how sRGB, linear RGB and OkLab respectively look like, let's interpolate between two colors with each one of them: Color gradients from top to bottom: sRGB, linear, OkLab The 3 stripes were generated like this: vec3 o_srgb = mix(c0, c1, v); vec3 o_linear = l2s(mix(s2l(c0), s2l(c1), v)); vec3 o_oklab = l2s(oklab2l(mix(l2oklab(s2l(c0)), l2oklab(s2l(c1)), v))); Where v is simply the x coordinate between 0 and 1, c0 the left color, and c1 the right one. Note The input colors are considered to be sRGB in input. Similarly, we always make sure to output sRGB at the end (with l2s()) because that's what the pipeline expects. Key takeaways: sRGB is not acceptable because of this grayish/brownish zone, which is also perceived darker. In various situations this creates undesirable muddy midtones. In general, it's wrong and broken to do that. Linear is better from a purely physical point of view as it models the mixing of light energy properly. But from a color perception point of view it's not ideal, for example here it has this transition into pinkish which might not be desirable. The last one is using OkLab for a perceptually uniform gradient; it is the one providing the best result for our human perception, at a certain performance cost. The general consensus is as follow: if you need a color transition within a shape or texture, or some sort of color map, OkLab is the best tool, while linear is cheap, physically correct, and usually acceptable visually. But what about monochrome gradients? Things are not as obvious as they seem when we work in monochrome. If instead of red and blue we pick black and white, this is what happens: Grayscale gradients from top to bottom: sRGB, linear, OkLab Suddenly this tells a whole different story. sRGB becomes perfectly acceptable, while linear favors way too much the lightness, and OkLab remains the best. The linear gradient felt acceptable before, but now it is highly questionable. Just to be clear, the linear strip is linear, you can see it as linear energy or casually said "wattage", to which our perception does respond non-linearly. At this point one may even argue that sRGB looks best. So what can we do about this? First of all, we always need to question what we are trying to achieve, and fortunately sometimes we can take a few shortcuts. For example, let's say we want to depict a heat map in black and white. In my previous article I had to display 2D noise, so I wanted the observer to experience a linear perception of the "height" of the noise. In this case, working in sRGB (that is, doing zero effort with regards to perception) is actually a better call than mixing between black and white in linear space: Noise 2D with height as sRGB (left) or linear (right) Here we are comparing these two: vec3 o_srgb = vec3(v); // equivalent to mix(black, white, v) vec3 o_linear = l2s(vec3(v)); // equivalent to l2s(mix(black, white, v)) Note We removed the mix out of the formulas because black=vec3(0) and white=vec3(1), which have the same value when uncompressed to linear space. To do things right we may want to use OkLab but this feels overkill since this is just a straightforward monochromatic signal. Fortunately, the perceptual lightness can be fairly simple to model. With monochromatic input, OkLab uses L=x³, which is basically equivalent to do a gamma correction with γ=3. This means that we can simplify the OkLab interpolation we used before to the very simple: vec3 o_oklab = l2s(vec3(v*v*v)); // equivalent to l2s(oklab2l(vec3(v,0,0))) Noise 2D with height remapped to human lightness perception Doing this simple operation is exactly equivalent to interpolating between black and white in OkLab space, except it's just 2 extra multiplications. We still need to be extra careful if we want to swap the black and white. v needs to be swapped before the gamma encoding, and that means before the sRGB gamma encoding as well: Top to bottom: srgb(1-v³) (incorrect), 1-srgb(v³) (incorrect), srgb((1-v)³) One extra trick: combining gammas sRGB has a curve that closely approximates a gamma correction γ=2.2. So sometimes, instead of using l2s(rgb), we may prefer to use the simpler pow(rgb,vec3(1.0/2.2)). It means we could replace l2s(vec3(v*v*v)) with the following to merge the two operations: vec3 o_oklab = vec3(pow(v, 3.0/2.2)); // combination of v³ and gamma 2.2 (sRGB-like) encoding And the white-to-black version: vec3 o_oklab = vec3(pow(1.0-v, 3.0/2.2)); Warning Whenever you use pow, make sure your input is positive. Adding a max(v,0.0) for safety might be reasonable in certain cases. The difference between a proper sRGB conversion and the combined gamma is pretty small: Top: srgb(v³), bottom: v^(3/2.2) Alpha blending and pre-multiplication Sometimes, instead of fading colors into each others, we need to compose shapes, textures, masks, ... This need for compositing, or blending, arises when the pipelines are separated, meaning we are not working in the same fragment shader for everything. For example, we could have a shape generated in a fragment, which we need to overlay onto a surface. That shape might have some non-binary transparency, either for anti-aliasing purposes, a blur, or similar. An example of a shape partially transparent If that shape were to be blend onto another colored surface, we would like to have the same effect as the gradient earlier. For well-known reasons, it is likely that this shape would end up as a pre-multiplied color, which would be blend onto one or more layers. If what I just said is confusing, I recommend checking out this good article on alpha compositing from Bartosz Ciechanowski. The literature is quite extensive on the subject so I will assume familiarity with it. Of course, if we are to do things right, the blending would have to happen in linear space. Do not consider sRGB blending in alpha blending, it's an even more terrible idea than before because of the bilinear filtering, transforms or mipmaps that can happen between the pre-multiplication and the blending itself. But that means we would end up with the linear gradient shortcomings from earlier, wouldn't we? And this is where things get ugly. Look at the difference between a linear and an OkLab blending, in black and white: Blending of a blurry white circle onto black, left is linear, right is OkLab If we invert the colors: Blending of a blurry black circle onto white, left is linear, right is OkLab We have the exact same problem as earlier, but seeing it with an actual blending of shapes makes the problem particularly striking. The white and black OkLab circles look the same size (because they are), and they don't have the unfortunate "bobbing" effect of the linear version (on the white onto black). Warning The OkLab blending is done with pre-multiplied Lab colors. It is important not to pre-multiply linear values which are then converted to OkLab, this will give very unexpected results. The problem is, it is very unlikely that your whole graphics pipeline would switch to OkLab for every textures and buffers. And since most of the time the pipelines are built for more than just black and white, the cube hack suggested earlier has a very limited scope. In the case of shape blending, it is almost certain that the whole pipeline would not be contained in a single shader where you can just mix in OkLab. You're probably thinking of using sRGB, but in a blending pipeline this really is a terrible idea. Final words In practice, neither sRGB nor pure linear blending give good results, and using OkLab is not always an option. And unfortunately, I don't have a good answer to this whole situation. My next article is about anti-aliasing where this problem also exists, and I must admit this whole ordeal puts me in quite some distress; I had to talk about this issue first.

18th Jul 2025 • 1 votes

More in programming

George Dryden

Reading my recent computing retrospective, I realised there was a big section missing: the people in my life that made an impact and helped shape my career. Outside my immediate family, one person made an outsized contribution, and I’m fairly certain that without his influence my life would have taken a very different path. The fact that I’m still here in 2026, still writing code and being fortunate enough to have a career in something I love is testament to him. So I’d like to take a few moments to talk about my old secondary school teacher, George Dryden. Denied Back in 1995, I had a problem. I knew I wanted to study computing at university and build a career out of my passion, but there was a snag. For those unfamiliar with the UK schooling system, when you’re 15-16 you take a set of GCSE exams in a broad range of subjects. After that, you pick around 3 subjects to really focus on over a period of 2 years. These are called A Levels, and they are a big step up and are meant to prepare you for a degree-level course at university. Admission to university is also governed by these results - if you want to study computing, you’re going to need a computing A-Level, and most universities will only accept you (or “make an offer”) if you achieve a certain grade. And whilst I had taken computing at a GCSE level, my school did not offer a computing A-Level course. I instead had to settle on “Design & Technology”, which just didn’t inspire me. Instead of working on my portfolio and projects, I spent most of my time daydreaming and writing code on the Acorn Archimedes computers that were the staple of every 90s UK school. No disrespect to the teachers - they were all awesome - but it just wasn’t for me. I was miserable, and by the end of my first year, I was well on my way to failing outright with my entire future plans seemingly going up in smoke. Someone noticed That’s when George stepped in. He’d taught me computing right the way through my GCSEs, and with no A-Level course on offer, that was officially where his involvement was supposed to have ended. It didn’t. He had noticed my constant presence in the computing labs - before and after school, during lunch breaks, free “study” periods - working on some little pet project or digging into RISC OS internals. I remember him as warm, with a wicked, dry sense of humour, and a refreshingly spiky attitude to authority - I always got the sense he’d worked out for himself which rules were worth taking seriously and which ones weren’t. And he always had time for me. I spent years pestering him with questions that had nothing to do with anything on the syllabus, and he’d always find a way to answer them that actually made sense. He was just as supportive of my odd little obsessions. At one point I’d got deep into the BBS scene, which I thought was the coolest thing ever, and decided what the school really needed was an internal BBS running on its own network. So I wrote one. It was deeply cringeworthy, obviously - but George helped me put posters up around the school advertising it, and even gave it a mention in assembly one morning. I think about five people in total ever checked it out. It didn’t matter: a teacher had stood up in front of the entire school and treated my weird little project like it was worth something, and that was a hugely validating moment for me. Off the books He recognised the passion, and eventually he made a suggestion: What if I quit the Design and Technology course, and instead attempt the A-level course myself? Personally, I also suspect he was enjoying himself. There was some internal school politics behind why computing wasn’t offered at A-Level in the first place - I never knew the details - and I think the prospect of one of his students simply going out and getting the qualification anyway appealed to him on two separate levels. It would get me where I wanted to go, and it would wind up exactly the right people. It wouldn’t be easy, he warned. The school would be against it, plus it was a two-year course which I’d have to cram into one year. I’d have to do it all myself - studying, lesson planning, coursework - he couldn’t help me in an official capacity, but he said he’d advocate for me and help where he could. If I had assignments, he’d send them off to be graded and would give feedback in his own time. He’d enter me in for the exams and also gave me a set of keys to the computer lab so I could use it whenever I needed. It was the first time anybody outside my own family had really shown faith in my abilities and encouraged me to take a stand. It was a pivotal moment for me - I realised if I wanted something badly enough I would have to fight for it, but I could still make it happen. I didn’t have to take “NO” for an answer - a lesson I think I picked up from watching him as much as from anything he ever actually said to me. After a few weeks of dithering, I took the jump. I remember a few awkward meetings with the school administration but thanks to his behind-the-scenes work, I was soon following my dream. An intense year And yes, it was bloody hard work. I had to condense an entire two year course into under a year, be disciplined enough to produce my own study plan, and be critical enough of my own shortcomings that I could focus my study where it was needed. I pretty much lived and breathed it for months straight and was more-or-less a permanent fixture in the labs or school library poring over my course books. I’d make lists of questions and chat to George over lunch, and he’d provide guidance and encouragement. It was a lonely way to learn with no classmates to compare notes with, no lessons to turn up to, and right up until the end I had no real idea whether any of it was good enough - but bit by bit, it started to feel like something I could actually pull off. And sure enough, in the late spring of 1996, I sat down in an exam hall with my fellow students, the only one with an A-Level computing question paper in front of me. The final exam went by in a blur - I can only remember a few of the questions now (and a peculiar obsession with the Pascal language) - but I do remember the euphoria as the invigilator called “time’s up, pens down, close your papers NOW”. I had done it. A few nerve-wracking months later, my Mum drove me into school to pick up my results. I ripped open the envelope and saw it - I’d passed with an A grade! I literally ran up the stairs to George’s office next to the computing labs to thank him personally. I’d taken my camera into school to take a few last photos for memory’s sake and snapped this photo of him before I walked out the school gates for the last time: A different path Because of him, I managed to get into my university of choice, studying computing with a focus on networks. Because of that, I landed my first job working as a “webmaster”, and my career since has been one of the highlights of my life. All these years later, it’s a real privilege to be able to get up each morning and actively look forward to working in an industry I love. Without George stepping up for me and encouraging me to believe in myself, none of that would have happened. I wouldn’t have had the career I have, and I wouldn’t be where I am now. I met my wife when we both worked at a software company - she sat at the desk behind me - so even my home and family life can be traced back to that spring of 1996. And the A-Level itself was only half of what I took away from that year. The qualification opened the door to university, but the lesson that came with it was every bit as important: that a “no” isn’t always the end of it, and that sometimes the answer can be argued with. I’m so proud of what I managed to achieve all those years ago, and even more thankful to have had someone like George in my life to put me on the right track. Mr. Dryden I did see him again after I left. He drank in one of my local pubs - a pub I’d been going to for a good while before I was technically old enough to be in it - and I’d say hello if I spotted him in there, mostly in the months before I moved away to university. After that it was only a handful of times. For years I’d find myself scanning the room whenever I was back home and in for a pint, half expecting him to be at the bar. At some point I stopped seeing him altogether and eventually moved across the country. The trouble was I never really knew how to talk to him outside of school. He was always Mr. Dryden, or just “Sir”, I don’t think I ever once called him George to his face! I was (and still am if I’m honest) fairly socially awkward, and I never worked out how to phrase the thing I actually wanted to say: that he had changed the entire direction of my life, and I wasn’t sure he knew it. So instead I’d say hello, and ask how he was, talk about nothing much, and go back to my friends. Epilogue Sadly, 3 years ago now, I opened the latest issue of my old school alumni newsletter to read that he’d passed away. The photo at the start of this article was taken from his obituary article and I read that he’d had a long illness and had suffered from dementia at the end. I did write to him years ago by email - I don’t know if he ever got it, or was in any capacity to understand what he’d done for me, but I hope so. There’s an old saying by one of my favourite authors (Terry Pratchett) that “no one is finally dead until the ripples they cause in the world die away”. In one of his books, a character keeps the memory of his son alive by passing his name along a series of telegraph towers. It’s in that spirit that I’m writing this post - I debated it for many years as it’s very personal to me and I also have no contact with any of George’s family so I have no idea what they would make of it all. But even though it’s 30+ years ago now, I will never forget him or what he did for me - and at least now, if someone searches his name it’ll be recorded here for as long as I’m alive and running this site. Thank you, Sir. George Dryden 1942-2023

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