Relating to reaction-diffusion systems: QML+GLSL code here [bitbucket.org] while not technically a diffusion equation gets me a nice blue glow around things: Main point is the use of two ShaderEffectSources by the GLSL, one for the “base” content which feeds into the reaction and the other one for the iteratively updated state. Will have to try something more complicated next but I have a nasty feeling the 8-bit/channel quantization of the iterative state will cause issues; the ShaderEffectSources format property lets me choose between RGBA/RGB/A textures… but not the precision (floating-point precision textures might well be useful here).
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