Codemotion will be coming to Berlin for the first time
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Codemotion will be coming to Berlin for the first time
We are working for the second edition of Codemotion Spain!
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Fifty Shades of Shaders
Raphaël de Courville, Raffael Ziegler aka Moco, Maximilian Mittermeier

An introduction to shaders for creative coders and code enthusiasts. Learn how to harness the power of your GPU to create awesome visuals realtime.

Shaders, are a powerful instrument in a creative coder’s toolbox. By giving access to the full power of the GPU they allow effects that would be impossible to achieve real-time otherwise. Shaders have been around for some time, however, they have gained more and more traction in the recent years within the creative coding community. VVVV, Touch Designer, Cinder and OpenFrameworks, to cite a few, now all support shaders to some extent. The latest release of Processing also offers an easy implementation of GLSL shaders through the PShader class, courtesy of Andreas Colubri. A look at will give you an idea of what shaders can accomplish.

The workshop is open to all coders with no or little previous knowledge of shaders. Participants will learn the basics of working with GLSL shaders to generate 2D and 3D visuals in real-time. The workshop will start with a quick introduction to the theory behind shaders and will then focus on hands-on tinkering and experiments in code. Attendees will gain a practical understanding of shaders and the ability to integrate them easily in their own projects.

Raphaël de Courville
Graphic designer, researcher, and code artist from Paris. He has exhibited in interactive installations at venues such as Brighton's White Night (UK) and the International Graphic Design Festival of Chaumont (France). He is a member of the Graffiti Research Lab. Obsessive about language (he speaks French, English, Italian and French Sign Language) and any form of communication (visual or not), he graduated from Estienne School of design (DSAA option Type Design – Paris 2008) and ÉSAD (Post-graduate Typography & Language – Amiens 2010). Aside from design and teaching jobs, he has been involved in a research program dealing with the creation of a scripture for sign language.
Maximilian Mittermeier
Computational designer, working and living in Berlin. With a background in graphic design he joined the Elektropastete collective in 2009 where he found his nerdier needs met and extended his medium from print to more synaesthetic interactive audiovisual realms. He has developed plenty of customised live performance tools and interfaces for projects ranging from interactive installations to vj gigs.[He likes Pure Data a lot.]
Raffael Ziegler aka Moco
Computational designer, working and living in Berlin. While studying media design in Nuremberg Moco co-founded the visual arts collective Elektropastete in 2008. He then worked in London with Memo Akten and Marshmallow Laser Feast for two years, designing tech-heavy production workflows for live-installations, e.g. the quadcopter choreography at the Saatchi & Saatchi New Directors Showcase 2012 or the McLaren P12 Light Painting teaser. Now, back in Berlin, he works for ART+COM.


Early Bird
Ends April 29th
83,00 euro

Regular Ticket
After April 29th
120,00 euro


Thursday, 9th May 2013


HTW - Hochschule für Technik und Wirtschaft, Wilhelminenhofstraße 75A - Berlin





The workshop will be in english


8 Hours

Participant Requirements

- Basic programming knowledge (variables, functions, loops, types...)
- Ability and disk space to download and install additional software
- Processing 2.0b8(download it from:
- A laptop with a GPU supporting shaders (to check, go to with a recent browser and run some of their shaders)
- Sublime Text, for editing shaders (available for unlimited trial at:

Participants Recommendations

- Some experience with the Processing IDE
- Create custom PShape with beginShape(), vertex(), endShape()
- Install contributed libraries
- Dealing with 3D coordinates
- A idea for a simple project using shaders

These are not hard requirements, but will help in really understanding what is going on, rather than just copying the code into your project.


(subject to modification)

1) Introduction: The roles of shaders in the OpenGL rendering pipeline
2) Hello shaders: build your first shader and understand the lingo (uniforms, varying, fragment, etc.)
3) Shaders in Processing: the new PShader object and shader() function.
4) GLSL for normal people: what were shaders made for? (hint: it has to do with rendering 3D)
5) GLSL for code gypsies: what else can we do with shaders? (filters, generative design, image blending...)

Q&A + Hands on practice with coaches. Use your newfound shader knowledge to create interactive generative visuals.


Early Bird
Ends April 29th
83,00 euro

Regular Ticket
After April 29th
120,00 euro


You will receive a Workshop certificate of participation.


Tickets are non-refundable once purchased. If you cannot attend, your ticket may be transferred to another person or you may receive a credit with Codemotion for future events. Email your invoice number, along with existing attendee info and new attendee info to


For further information please contact us here: