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Rendering metaball particles using Java, OpenGL and GLSL

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The particles are driven by a time based sin/cos function. Rendering is done by a fragment shader (glsl), which uses a pixel-to-particle-distance approach using a normal distribution function. Spec. lightning and coloring is done similar. The fragment shader calculates distances etc. all by itself. In order to be scalable, the data is stored and updated in a TBO. Acceptable fps rates are achieved with 1024 particles or less. The initial approach using Java2D was rather unsatisfying.
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