so the above links are good for learning about shaders, are there any resources that are good for the math involved (as in better than the shader links above)
And the outstanding piece in rendering is the Physically Based Rendering book by Pharr et all (which won an Oscar): https://www.pbrt.org/
None of those are math references as such, but the thing is with graphics it's not based on first principles (well, ray tracing is kinda getting there but still has lots of artistic stuff rather than science stuff), but rather on a bag of tricks. And the math without the "bag of tricks" context may not be that clear.
I recommend starting with the shader stuff, and when you really feel the need picking up a linear algebra textbook, preferably one that has "linear transformations" earlier in the ToC than "matrix multiplication" (or 3Blue1Brown's videos come very recommended by some)