| I1 | Expression Blocks: writing GLSL inline | Drop to code when nodes get clumsy | inputs/outputs, types, comments, when to group instead | Expression Block, Custom Function | Rewrite E18's flower as one block | E28 |
| I2 | Antialiasing with derivatives | Crisp edges at any zoom | fwidth/dFdx, pixel-width smoothstep, why stripes shimmer | Smoothstep, AA Smooth, Expression Block | Zoom-proof checkerboard | E15, I1 |
| I3 | Groups and reusable tools | Package graphs as nodes | typed group sockets, exposed sliders, presets | Group | Make a "neon SDF" group used three times | E27 |
| I4 | Loops in a graph | Repeat a step N times | For Loop, Loop Carry, accumulating colour, cost per iteration | For Loop, Loop Index, Loop Carry, Accumulate Loop | 30 rotating rings accumulated into a tunnel | I1 |
| I5 | Escape-time fractals | Mandelbrot/Julia as iteration | complex multiply, escape radius, smooth iteration count, orbit traps | Mandelbrot / Julia, Complex Mul, Newton Fractal | Julia set driven by the mouse | I4, E13 |
| I6 | Folding and IFS fractals | Fractals by repeated fold, scale and offset | abs-fold, sphere inversion, Apollonian | IFS Fractal, Spherical Fold Fractal, Apollonian Gasket, Circle Inversion | Kaleidoscopic IFS snowflake | E19, I4 |
| I7 | Truchet, hex and non-square tilings | Tile beyond squares | Truchet random rotation, hex grids, staggered rows | Truchet Tiles, Grid Pattern, Hyperbolic Space | Endless maze from Truchet arcs | E17, E20 |
| I8 | Distortion spaces | Bend images with known maps | lens/barrel, fisheye, log-polar (Droste), Möbius | Lens Distortion, Spherical / Fisheye, Log-Polar Space, Möbius Transform | Droste zoom of a photo | E18, E25 |
| I9 | Flow and vector fields | Treat a vec2 field as motion | curl noise, flow direction, advecting UV | Flow Field, Curl noise, Vector Field, Flow | Ink streaks following curl noise | E23, E26 |
| I10 | 2D lighting with SDFs | Light flat scenes | point light falloff, normals from gradients, shadows by marching in 2D | Point Light 2D, Distance Falloff, Normal to Color | Lamp lighting a 2D scene of shapes | E9 |
| I11 | Passes: rendering to a texture | Understand render targets | Pass node, resolution and format, reading a pass in another graph | Pass, Pass output, Read (texture) | Blur a scene once, reuse it twice | E27 |
| I12 | Ping-pong buffers | State that evolves every frame | two targets that swap; float formats; resets | Pass (feedback), Memory step/read, Previous Frame | A heat map that diffuses each frame | I11 |
| I13 | Neighbour reads and convolution | Kernels: blur, edge and Laplacian | 3×3 kernels, texel size, separable blur | Read neighbours (texture), Neighbours, Edges (texture), Sharpen | Sobel edge detector over webcam | I12 |
| I14 | Game of Life and Life-like rules | Discrete cellular automata | birth/survival rules, B3/S23 notation, seeding | Grid Rules, Grid Paint | Paintable Life with a rule picker | I13 |
| I15 | Reaction-diffusion (Gray–Scott) | Continuous chemical patterns | two chemicals, Laplacian, feed/kill map, colouring | Gray-Scott step, Reaction-diffusion example, Grid Rules | Coral that grows from your brush | I14 |
| I16 | Memory and signal nodes | Values that persist on the CPU side | integrate, sample & hold, counters, springs, timers | Memory, Counter, Integrate, Sample & Hold, Timer, Spring | Bouncing ball with real velocity | E28 |
| I17 | Audio analysis done right | Beat-aware visuals | FFT bins and log bands, smoothing, onset detection, dB | Audio Input, Analyze, Envelope (ADSR), BPM Sync | A spectrum ring plus kick-triggered flash | E28, I16 |
| I18 | Particles | Many points with position and velocity | emit, age/life, forces, drawing as sprites | Particles, Emit, Age / Life, Gravity, Wind, Attract / Repel | Fountain shaped by mouse attract | I12, I16 |
| I19 | Waves and Chladni patterns | Standing waves and modes | superposition, nodal lines, (m, n) modes, sand-on-plate look | Chladni Plate, Chladni Superposition, Wave Term, Lissajous Curve | Audio-driven Chladni plate | E15, I17 |
| I20 | Text and data as inputs | Use text and data as fields | text SDF/raster, data textures, CSV values to uniforms | Text, Data, Data Texture | Kinetic type warped by noise | E25 |
| I21 | Glass, refraction and dispersion in 2D | Fake optics cheaply | refract(), IOR, chromatic split, Fresnel | Chromatic Aberration, Spectral Dispersion, Fresnel (Schlick), Gravitational Lens | Glass lens over a photo | I8 |
| I22 | Performance basics | Know what costs time | per-pixel cost × pixels × passes, loop counts, texture fetches, resolution scaling, profiling | Cache, Pass resolution options | Make a heavy graph 3× faster without visible change | I12 |