I’ve been helping test an exciting new Quartz Composer plugin for Christopher Wright of Kineme.net.
The concept is very simple:
What it does, is allow you to set uniform variables in a GLSL shader on a per-mesh basis. Usually, uniforms are identical for every mesh inside a GLSL Shader patch, but with this plugin, you can do all kinds of cool stuff- for example, you can create 64 separate meshes, with individual Color, Scale and Position properties. This is how I managed to create the ‘Pseudospreads’ screenshots.
Currently, there’s only one ‘Super’ plugin- a VBO-based grid, similar to the builtin GLSL Grid patch. The plan is to eventually add other primitives (Sphere, Cube, Cylinder, Cone etc.).
It’s still in beta at the moment, but so far it seems very stable. As soon as it’s publicly available, I’ll post a link to it, and also post some of my experimental QTZs that make use of it.