Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org
And the next quick variation based on this nice AMIGAAAA!-style plane deformation. As before see the orignal post for the JOGL setup- and shader code.
Another variation of this nice AMIGAAAA!-style plane deformation. See the orignal post for the JOGL setup- and shader code.
As u might have already noticed from this and that I’m currently kinda addicted to colorful AMIGAAAA! copper style plane deformations. Guess I have to give in to my new addiciton and create a couple more of these trips … Code for this as always on Github: GL3_AmigaVortexInterference.java and the corresponding shader: .fs
Here’s another oldskool demoscene effect from the glorious never again reached AMIGAAAA! emulated as fragment shader. Ok, I must admit the truecolor interference blending wouldn’t have been possible on the Amiga in its current implementation, but more or less something like this with xor’ed spirals shouldn’t have been a problem on the original hardware. Anyway here’s the setup code: GL3_AmigaSpiralInterference.java and the corresponding fragment shader: .fs
Got a quick inspiration yesterday on an oldskool demoscene effect from the glorious never again reached AMIGAAAA! and how to emulate it as fragment shader. Don’t know how exactly what the effect is called, but its a from of interence pattern effect using circles wich are xor’ed when they overlap. Was really easy to code back in the days when u got a bitplane based graphics hardware like the Amiga. Setup code: GL3_AmigaCircleInterference.java and the corresponding fragment shader: .fs
As I played around with my (GP)GPU raymarcher I remembered an old demoscene effect from the glorious never again reached AMIGAAAA! called “Rubber-Vector”. It then came to my mind that this effect can be easily emulated with the raymarcher as it renders every pixel individually to an orthogonal fullscreen billboard. So when ur varying the rotation matrix from the point-of-view with the y-coordinate of the billboard u get some kind of “rubber” effect. GL setup code: GL3_Raymarcher_IsoRubberCube.java Shader code: .fs
NIGHTNIGHT by DEDDY