{"schemaVersion":1,"record":{"key":"resource/book-of-shaders","type":"resource","id":"book-of-shaders","lang":"en","title":"The Book of Shaders","summary":"Introduces fragment shaders through shapes, color, noise and procedural patterns. Links to the Russian translation with browser-based examples.","updatedAt":null,"status":"active","url":"https://gamemechanics.pro/en/resources/#resource-book-of-shaders","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/book-of-shaders.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/book-of-shaders.md","aliases":[],"tags":["book","","engineering"],"sourceIds":["source-515861865953c016"],"sources":[{"id":"source-515861865953c016","title":"The Book of Shaders","url":"https://thebookofshaders.com/?lan=ru","verifiedAt":null}],"sections":[{"id":"principle","title":"When to use it","body":"Introduces fragment shaders through shapes, color, noise and procedural patterns. Links to the Russian translation with browser-based examples."},{"id":"access","title":"Access","body":"Published chapters are free; some planned chapters are unfinished. The link is the Russian translation; other languages are available on the site."},{"id":"practice","title":"Try it","body":"Modify smoothstep and coordinates in an example, then build your own mask or effect."}],"relations":[],"placements":[],"supersededBy":[],"attributes":{"kind":"book","format":null,"language":"ru","authors":"Patricio Gonzalez Vivo, Jen Lowe"},"endsAt":null,"provenance":"Original editorial recommendation. The external material retains its author’s rights.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors"}}