Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org
My eighth (first, second, third, fourth, fifth, sixth and seventh) “Monkey Mathica” plane deformation shader series try. Setup code is the same as in the other tries: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
My seventh (first, second, third, fourth,fifth and sixth) “Monkey Mathica” plane deformation shader series try. Setup code is the same as in the other tries: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
My sixth (first, second, third, fourth and fifth) “Monkey Mathica” plane deformation shader series try. Setup code is the same as in the other tries: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
My fourth (the first, second and third) “Monkey Mathica” plane deformation shader series try. Setup code is the same as in the other three tries: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
My third (the first, and the second) “Monkey Mathica” plane deformation shader series try. As before no textures involved, everything generated procedurally from scratch. Setup code is the same as in the first and second try: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
My second (here’s the first) “Monkey Mathica” plane deformation shader series try. Also no textures involved, the fragment shader generates everything procedurally from scratch. Setup code is the same as in the first try: GL3_MonkeyMathica.java but the fragment shader differs: .fs
First try in my “Monkey Mathica” plane deformation shader series. No textures involved, the fragment shader generates everything procedurally from scratch. Was originally planned for a PC 1K intro entry at the “Revision Easterparty 2011” but I ended up making a 4k intro :) … Anyway, code as always on Github: GL3_MonkeyMathica.java and the corresponding shader: .fs
Tried out the oldk00l “Plane Deformation” demo effect using twelve different plane deformation fragment shaders to render a distorted texture to a fullscreen billboard. Fragment shader code is ported from this site to JOGL2. Full Java code can be found on Github: GL3_PlaneDeformation.java. Also take a look at the GLSL fragment shader code: planedeformationshaders/
NIGHTNIGHT by DEDDY