I ported some of the #fractal formulas I use in #et to #fragmentarium, for faster rendering. Because of legacy baggage in the existing code of #FragM I started work on #trudy a new #glsl framework for 2D fragment #shaders within FragM.
Similar in spirit to #raymond (my physically inspired raytracer for FragM), only with the added complication of wanting to support double precision (#OpenGL 4) where available, while still working to some extent (without so deep zooms) on single precision float (OpenGL 3) if that is all the #GPU can do. Only single precision is implemented so far.
Actually it turns out building a better parser for uniform/GUI mapping that respects #if is a #hard #problem because so many things are #define by the GPU driver #GLSL #shader #compiler and it's tricky to get at them from outside shader source, and it's trickier to get things from inside shader source to outside.
My current code works to an extent which is good enough for me, as long as I don't poke it.
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