More shader experiments
This is a port of a port of paul bourkes supershape formula. I originally implemented this in straight code in C++ but after getting my head around how it actualy works (essentially a 3 spirograph function) I decided it would be better run as a shader (since its essentially another parametric surface).
The shader […]
More shader experiments
This is a realtively simple implementation of a curve vertexshader, again this is based on a vvvv curve shader by woei.
The shader transforms a strip-grid via a series of curve ‘handles’ through 3d space. You can control parameters such as twist, curve strength and bias etc. The resulting polys are shaded via directional […]
More shader experiments.
This version is again adapted from the vvvv source, which is a modification of original NVIDIA code by desaxismundi.
Its a slightly more complex shader as it transforms a grid to a sphere whihc is then displaced by interpolated perlin noise. The resulting vertices are also used to calculate refraction/reflection angles for a cube […]
More shader experiments
This version is adapted from the vvvv source, which is a modification of original NVIDIA code by desaxismundi.
This shader transforms a grid to an elongated sphere which is then displaced by interpolated perlin noise. The resulting vertices are tectured mapped and lit. As usual I’ve messed with the scaling parameters and sliced the […]
More shader experiments
This version is adapted from the vvvv source, which is an implementation of more of Paul Bourkes formulas by desaxismundi.
This shader transforms a grid into a range of parametric surfaces, which are then shaded based on distance to origin ( a cheap hack atm). As usual I’ve messed with the scaling parameters and […]