Awesome! Just as last year @twbompo ported my PC 4k entry for Revision 2012 ‘Hartverdrahtet’ to WebGL (using libgdx). Nice Job! The port is available here. It’s always encouraging to see that it actually pays off opensourcing ur stuff :)

Awesome! Just as last year @twbompo ported my PC 4k entry for Revision 2012 ‘Hartverdrahtet’ to WebGL (using libgdx). Nice Job! The port is available here. It’s always encouraging to see that it actually pays off opensourcing ur stuff :)

As the fragment main and post-processing shaders of my Revision 2012 PC 4k entry port were processed or better “obfusicated” with the shader minifier tool to meet the size restriction of <=4096 bytes, it became nearly impossible to understand or make any sense of the GLSL code. So here is the “unminified” version with additional comments I used during development (as good as it gets): main.fs post.fs

As promised before, here’s the direct 1:1 JOGL2 port of my PC 4k intro competition entry for Revision 2012. Sure it got a little bigger while porting but the shader and control code remained more or less untouched. 

The intro renders a fullscreen billboard using a single fragment shader. The shader basically encapsulates a sphere-tracing based raymarcher for a single fractal formula with camera handling. Additionally a second post-processing shader is applied to the render output from the raymarching shader. Post effects are god-rays, tv-lines and noise to make the overall look more interesting and less ‘sterile’. The different intro parts are all parameter and camera position variations of the same fractal. Anyway, code as always on Github: GL3_Hartverdrahtet_Port.java and the corresponding main+postprocessing shaders: main.fs post.fs

Back from Revision 2012 :) It was a blast to say the least. I&#8217;ve met so many interesting people from all over Europe, I&#8217;m still flashed by all those overwhelming impressions. Definitly coming back there next year. As on last years Revision I had again prepared an entry for the PC 4k (executable size has to be &lt;=4096 bytes) called &#8220;Hartverdrahtet&#8221;. Nearly took me two month to prepare. Technically speaking it&#8217;s more or less an enhanced version of what I&#8217;ve already done last year, but this time the shader does not only use up every ALU peformance ur GPU has to offer but also goes quite heavy on the texture units to render some nice post-effects (e.g. god-rays). I guess the crowd really liked what I did in 4k, so I eventually placed 1st (take a look at the voting slices). Placing first also got me a little bit attention press wise, thus heise.de and 4players.de mentioned the production (sorry, german only). My buddy tokra with whom I was awarded the &#8220;Newcomer Award&#8221; last year, also released stg for the VIC20 called &#8220;VIC can again&#8221; (a new interlaced graphics mode). After Revision I took the liberty of doing some chillout for a couple of days, but stay tuned as I&#8217;m currently working on a JOGL port of &#8220;Hartverdrahtet&#8221; &#8230;

Back from Revision 2012 :) It was a blast to say the least. I’ve met so many interesting people from all over Europe, I’m still flashed by all those overwhelming impressions. Definitly coming back there next year. As on last years Revision I had again prepared an entry for the PC 4k (executable size has to be <=4096 bytes) called “Hartverdrahtet”. Nearly took me two month to prepare. Technically speaking it’s more or less an enhanced version of what I’ve already done last year, but this time the shader does not only use up every ALU peformance ur GPU has to offer but also goes quite heavy on the texture units to render some nice post-effects (e.g. god-rays). I guess the crowd really liked what I did in 4k, so I eventually placed 1st (take a look at the voting slices). Placing first also got me a little bit attention press wise, thus heise.de and 4players.de mentioned the production (sorry, german only). My buddy tokra with whom I was awarded the “Newcomer Award” last year, also released stg for the VIC20 called “VIC can again” (a new interlaced graphics mode). After Revision I took the liberty of doing some chillout for a couple of days, but stay tuned as I’m currently working on a JOGL port of “Hartverdrahtet”

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

NIGHTNIGHT by DEDDY