Procedural Vertex Displacement
a.k.a “wobbly floor” Live: I really need to start coming up with better names for things [everyday 5/19/17]
a.k.a “wobbly floor” Live: I really need to start coming up with better names for things [everyday 5/19/17]
Source Super fun timez grabbing shaders from the wild (okay, GLSL Sandbox and Shadertoy) and converting them to three.js. The biggest leap is one of the mind – we’re no longer in quad fullscreen frag land, Toto! These babies are now functioning as materials! The Shader language family is like Romanesque languages – a lot […]
Cg is tricky, man. But wielding an object’s clip space into its RGB value is, while very rudimentary, also kind of satisfying. Meaningful part is: [Everyday 5/10/17]
A Leapmotion game UI idea [everyday 5/9/17]
[Edit: Since publishing this I found out the illimitable, magnificent Keijiro Takahashi had already written a suite of utilities for the PP stack which – don’t you know it – includes a FocusPuller which does exactly what I implemented here, and is probably better written. If you just want to get ‘er done, that’s your best bet. But for an […]