This shader provides a convenient way to visualize the level set of any value using anti-aliased lines. It uses screen-space partial derivatives to automatically compute the correct line width and falloff.
This shader implements a screen-space curvature effect. It uses the screen-space normals of neighboring pixels to automatically compute curvature.
This example dynamically generates a combined ambient occlusion and direct illumination lightmap on the GPU. Ambient occlusion refers to the shadows caused by a uniformly lit hemisphere enclosing the model, which approximates the light arriving from the sky.
This demonstrates a shader I came up with for constant-time single-step rounded rectangle drop shadows on the GPU.