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
As I can’t get my fingers off these flare bitmaps, here is yet another one in the series …
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.
Having recently bought a new GPU (ATI 6990M) it was time to test a quite cool feature I had to pass on for a while: double precision floating-point arithmetic (GL_ARB_gpu_shader_fp64). So it was obviously time for another field trip into the world of fractals, and this time a really deep one. Code can be found here: GL4_Mandelbrot_DoublePrecision.java Shader code: .fs
As the fragment shader of my Revision 2001 PC 4k entry port was 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): .fs
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
NIGHTNIGHT by DEDDY