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28 days ago 181 0
The normals are wrong, and facetted, but I quite like the look, actually.
28 days ago 387 4
Generative meshes using OpenCL in Quartz Composer 4. More info here: http://machinesdontcare.wordpress.com/2009/10/15/same-old-stuff-but-still-nice/
4 months ago 831 10
Another go at the same thing. A little bit more realistic this time, but still quite glitchy. I probably need something a bit more interesting than 3 cubes...!
4 months ago 318 0
Quick test. Converted to GLSL from original HLSL code in GPU Gems 3.
5 months ago 154 4
Same setup, but this time using a envmap lighting model, based on an Apple Developer example. Needs a simpler environment-map, I think.
5 months ago 192 4
3D version of the previous perlin noise sphere.
5 months ago 655 0
2D Perlin noise in a GLSL vertex shader, with Phong directional lighting.
5 months ago 139 0
Modulating ray start-position with live input.
5 months ago 291 0
Same raycast setup as last clip, but this time rendering the Borg surface, again from Paul Bourke's site.
5 months ago 270 2
Raycast GLSL shader, based on tutorial on Peter Trier's blog. http://www.daimi.au.dk/~trier/?page_id=98 The surface being rendered is Paul Bourke's The Blob. More info on my blog http://machinesdontcare.wordpress.com/2009/06/15/gpu-raycasting-now-working/
5 months ago 314 2
I know: nothing original here at all. This is however a GLSL translation of the original HLSL/Cg vBomb.fx shader from the NVIDIA Shader Library, so there was quite a lot of tinkering to get it to work in QC. This 2D-noise version runs at a reasonable framerate, but has no normals for lighting. I added […]
5 months ago 249 0
Now shows lines between each anchor and control-point.

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