Archive Page 2

18
May
11

VasaRiley Belated Release

I’ve been tied up with other things lately, but finally got around to releasing the VasaRiley qcFX for VDMX I made for Weirdcore last year. I’d hoped to find time to do a quick demo video, and put together some documentation of the controls (since it’s quite complex), but haven’t had time, with other projects etc., unfortunately.

‘tb_VasaRiley_1.0.qtz’ in the Box.net widget, anyway.

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03
Mar
11

Reaction-Diffusion Shader Interesting Errors

I’ve been getting some interesting results with a Reaction-Diffusion shader. It’s definitely not setup in the way it should be yet, but has produced some interesting images nonetheless. The stills are a bit misleading, as in motion, the effect is very hard to watch at the moment, as it flickers horribly.

This is based on a GLSL port of Sanch’s HLSL shader for vvvv, posted on the vvvv website, so all credit goes to him.
It’s hug fun to play with, though the results I’m getting look very different from the screenshots on his (still amazing) website.

23
Feb
11

Beautiful Mechanical Waveforms

Video quality isn’t great, but fascinating, nonetheless.

Nothing to do with me, I might add. Just spotted it on YouTube.

11
Feb
11

Flash, But Nice

This Perlin Noise Vector Flow-Field visualisation is nice.

05
Feb
11

RGB Feedback

Feedback with slightly different values for RGB channels.

05
Feb
11

Interference Patterns

2D 2 and 3-point light-interference patterns, converted from WebGL code at:
http://www.ibiblio.org/e-notes/webgl/webgl.htm

02
Feb
11

GLSL Crosshatch

Straight port of
http://learningwebgl.com/blog/?p=2858

Fragment Shader:

/*
	Straight port of code from
	http://learningwebgl.com/blog/?p=2858
*/

uniform sampler2D Texture;

void main()
{
	float lum = length(texture2D(Texture, gl_TexCoord[0].xy).rgb);
	
	gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
	
	if (lum < 1.00) {
		if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
			gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
		}
	}
	
	if (lum < 0.75) {
		if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
			gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
		}
	}
	
	if (lum < 0.50) {
		if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
			gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
		}
	}
	
	if (lum < 0.3) {
		if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
			gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
		}
	}
}




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