oldschool demoeffect
category: code [glöplog]
try it on a tinyptc test window in software or smth if setting up shaders and all stuff irrelevant to the effect itself gets in the way of your focus. just saying.
ara: actually i tried those plane-deformations from iq not long ago, and i made something similar many years ago.
superplek: yes.
superplek: yes.
Rudi: To answer your original post -
It's a basic UV tunnel, with a slightly fattened aspect ratio.
I got the effect by using several 2d wave functions at different frequencies and phases displacing the UV coords, using some generic "phong" style texture typical of this era in demo scene computing ;)
You can do this very easily as a fragment shader.. atan2() and length() are you friends here.
Yes, the technique(s) MrDoob used for his plane deformations are very close to this!
It's a basic UV tunnel, with a slightly fattened aspect ratio.
I got the effect by using several 2d wave functions at different frequencies and phases displacing the UV coords, using some generic "phong" style texture typical of this era in demo scene computing ;)
You can do this very easily as a fragment shader.. atan2() and length() are you friends here.
Yes, the technique(s) MrDoob used for his plane deformations are very close to this!
Dune: hey! from the coder himself! that's pretty awsum!
i tried, this pretty much sucks:
http://www.home.no/rudibs/exe/intro.exe
http://www.home.no/rudibs/exe/intro.exe
it's not that bad. but you need to subpixels to make it look fresh.
Could someone subpixel me too?
I'd sample two times using 2 different transforms, and then pass these two colors through a magic function for blending.