## First vvvv experiment

This is a quick experiment made with vvvv.

Just spinning spheres and moving textures.

April 16th, 2009

This is a quick experiment made with vvvv.

Just spinning spheres and moving textures.

April 4th, 2009

Continuing my GLSL studies — now with dynamic lighting (vertex shader) and texturing (fragment shader).

This application runs at 35fps at 1280×720 pixel resolution on my ATI HD 4850 card. There are 1024 tentacles, drawn with gluCylinder — I guess this can still be optimized.

Made with OpenFrameworks v0.06 and GLFW.

Music: “M” by Telefon Tel-Aviv.

February 23rd, 2009

Replaced the small spheres by cones distributed over the big sphere’s surface. Blur amount is controlled with the mouse.

Made with OpenFrameworks.

Music: “My Two Nads (Dad Reprise)” by Out Hud.

February 22nd, 2009

Lightning the scene with the vertex shader.

Made with OpenFrameworks.

Music: “Trash Scapes” by Ellen Allien.

February 21st, 2009

My first GLSL -based animation. The blob is made of 3 glutWireSpheres deformed by applying a vertex shader. Deformation is affected by the music and mouse coordinates. In the code snippet below, fft is a value taken from ofSoundGetSpectrum and mult is the pair of mouse coordinates (x, y).

#version 120 uniform float fft; uniform vec2 mult; uniform vec3 col; varying vec4 v; void main() { v = vec4(gl_Vertex); vec4 v2 = v; v.x += cos( v2.z * mult.x ) * fft; v.y += sin( v2.x * mult.y ) * fft; v.z += cos( v2.y * mult.x ) * fft; gl_Position = gl_ModelViewProjectionMatrix * v; }

Check the high-res images at Flickr .

Made with OpenFrameworks .

Music: “Geek Down” by J Dilla.