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
In-Depth Information on Glsl Shader Optimization 2d Metaballs Codea
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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