Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org
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’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” …
Spam incoming :) … another nine fractal bitmap orbit trapping variations: #1, #2, #3, #4, #5, #6, #7, #8 and #9. Enjoy!
As I can’t get my fingers off these flare bitmaps, here is yet another one in the series …
And here we go with another one in the series …
And another one in the Julia-Set fractal bitmap orbit trapping series …
The logical consequence of my last six postings: Julia-set fractal bitmap orbit traps. Same codebase as the last six times ofcourse …
Overview of over ~40 different bitmap variations for my fractal bitmap orbit trapping fragment shader. Guess I’m ready for some new stuff here, so next up: julia-set fractal bitmap orbit trapping :)
Another fractal bitmap orbit trapping experiment. Seems that highly translucent flare bitmaps work quite well. Guess I’ll have to dig in deeper on these … code is ofcourse the same as before.
A fractal orbit trap a day keeps the doctor away! … or stg like that. As promised before another orbit trap variation. Setup and shader code stays the same, only varied the bitmap.
As promised before, here’s the direct 1:1 JOGL2 port of my PC 4k intro competition entry for Revision 2011. 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 encapsulates basically two different routines: A sphere-tracing based raymarcher for a single fractal formula and a bitmap orbit trap julia+mandelbrot fractal renderer. Additionally an inline-processing analog-distortion filter is applied to all rendered fragments to make the overall look more interesting. Anyway, code as always on Github: GL3_Elektronenmultiplizierer_Port.java and the corresponding shader: .fs
I have been quite lazy in the last couple of months about posting something new here, but at least I had a good reason: I was working fultime on my entry for the Revision 2011 PC 4k intro competition (executable size has to be <=4096 bytes) called “Elektronenmultiplizierer”. As this was my first 4k intro since a long time (my last one was under MS-DOS) it took nearly three month to finish. Anyway, I made it just in time for the competition and successfully released it at Revision. In the end it placed 4th and me and my buddy (who released a new graphics mode for the VIC20: “Yes VIC can”) were awarded with the “Newcomer Award”. After Revision I took the liberty of doing some chillout for a couple of weeks, wich are over as of now. Ofcourse the next logical step was to do a JOGL2 port of my Revision PC 4k entry …
NIGHTNIGHT by DEDDY