Glittermorphosis by Eos
Glittermorphosis by Eos released at Under Construction 2016, Gernsheim graphics and code by fizzer music by Triace and Virgill * uses OpenGL but doesn't use framebuffer objects (to make the coder smaller), and still uses more than 8 bits for additive blending accumulation * uses depth-of-field bokeh, motion blur, bloom, flares, and tonemapping * both front and back bokeh (according to spherical lens theory) are displayed, for a hexagonal and slightly circular aperture * particles are anti-aliased * final output is dithered
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