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        <title>Orx Learning - en:tutorials:shaders</title>
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       <dc:date>2026-04-15T03:03:44+00:00</dc:date>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Getting started with Shaders in Orx</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/shaders/getting_started_with_shaders?rev=1759253179&amp;do=diff</link>
        <description>Getting started with Shaders in Orx

This guide is designed to help you to get some simple shaders quickly working in Orx in order to build confidence using them. I will touch on a few key concepts but I recommend afterwards using a guide like The Book Of Shaders to understand fragment shaders in more detail.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Glowing Ball of Light</title>
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        <description>Glowing Ball of Light

Summary

In this tutorial, we&#039;re going to create a glowing ball of light, that looks something like this:



Naive Attempt

Let&#039;s go ahead and use this image in a scene with alpha blending:


[GlowingBall]
Graphic = @
Texture = enobayram_glow_normal.png
Pivot = center
Position = (0,0,0)</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Hexagon Grid Tutorial</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/shaders/hexagongrid?rev=1759253179&amp;do=diff</link>
        <description>Hexagon Grid Tutorial

Introduction

This tutorial demonstrates how to generate hex grid using shaders and how to track hexagon tiles based on the screen coordinate (mouse cursor tracking).

[Hexagon Grid Tutorial Screenshot]

The darker hexagon in the left bottom corner of the screenshot above marks the mouse position when screenshot was taken.</description>
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        <title>Hexagon Grid Tutorial (Axial/Cubial Coordinates)</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/shaders/hexagongrid2?rev=1759253179&amp;do=diff</link>
        <description>Hexagon Grid Tutorial (Axial/Cubial Coordinates)

Introduction

This tutorial showcases how to draw a hexagon grid using a shader, as well as using the mouse position to highlight specific hexagon tiles.





It is based off of the this Hexagon Grid Tutorial, the key difference being that this example makes use of an axial/cubial coordinate system for pixel-to-hex calculations, as opposed to the grid-based system used by the old tutorial.</description>
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        <title>Lighting tutorial</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/shaders/lighting?rev=1759253179&amp;do=diff</link>
        <description>Lighting tutorial

Summary

This is tutorial shows how to use shaders for lighting with auto-generated normal maps.

NB: If you want to see how to use orx while using C++ for your game, please refer to the localization tutorial.

As we are NOT using the default executable anymore for this tutorial, the tutorial code will be directly built into the executable and not into an external library.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Maps in a Shader</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/shaders/maps_in_a_shader?rev=1759253179&amp;do=diff</link>
        <description>Maps in a Shader

TiledToOrx, OrxImageMap and Tilemaps in a shader, what&#039;s it all about?

Long scrolling levels can be constructed using graphic tiles laid out in a large map. Normally, you would use a paint routine to read all your tilemap information from a data configuration file, and render them as objects to your scene.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Shader Coordinates Tutorial</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/shaders/shadercoordinates?rev=1759253179&amp;do=diff</link>
        <description>Shader Coordinates Tutorial

Summary

This tutorial shows how to connect shader based coordinates with the screen coordinate system.

This project is intentionally made simple to allow for better focus on what it takes to work with just shaders. The technique shown here provides for the basis of handling rectangular and hexagon grids drawn in shaders.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Shaders in Screen Space</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/shaders/shaders_in_screen_space?rev=1759253179&amp;do=diff</link>
        <description>Shaders in Screen Space

In the last article, I introduced you to some super simple shaders that you can get up and running in Orx in minutes.

They were all based on the use of gl_TexCoord in order to get the pixel data of the current texture. In this article we will focus on the use of</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Fun with Text and Shaders</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/shaders/text_and_shaders?rev=1759253179&amp;do=diff</link>
        <description>Fun with Text and Shaders

Summary

In this tutorial, we&#039;re going to import a font to be used with your Orx game, and play some advanced tricks with it using our favorite image editor and some shaders! You can find the source code in this git repo, the commits in that repo follow the order of the tutorial sections.</description>
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