A collection of various GLSL shaders I have written for textures, performance, and audio reactivity.
Loosely based off a model of planetary motion, generative shapes and shaders built for experimentation and play. This is a work in progress toward a VJing platform to use in live performance. Imagery can be controlled via in-page sliders and MIDI inputs and can also transition to other scenes. ThreeJS and GLSL.
Seeing how much texture and vibrancy I can add with simple shapes and colors. Written with a fragment shader using signed distance functions and blending cosine color gradients.
A wormhole feedback effect with interactive mouse movements and canvas manipulation. Written in p5.js.
A quick experiment to explore perspective cameras. Click and drag to move the angle of the camera.