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Posts tagged with “glsl”


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December 25th, 2009

A video for a song. Code and music by me.
(Note: music is not realtime generated, only the graphics).

Video made with Processing, toxiclibs, penner.easing lib, Robert Hodgin’s perlin noise movement, and Paul Bourke’s 2D line intersection algorithm.

Music made with FL and MDA JX10.

Audio reactive GLSL tentacles

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.

GLSL Tentacles

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.

GLSL Blob 2

February 22nd, 2009

Lightning the scene with the vertex shader.
Made with OpenFrameworks.
Music: “Trash Scapes” by Ellen Allien.

GLSL Blob

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.

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