Exploring Glsl Shader Optimization 2d Metaballs Codea

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  • Source
  • Metaballs
  • Simulating
  • The particles are driven by a time based sin/cos function. Rendering is done by a fragment
  • Written with Processing and

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Another approximation using Thanks to the great community ! More info and source: http://twolivesleft.com/ OpenGL Based on the

Celshade-like

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