@ Icy Spark
Those flames are beautiful.
I’d been thinking about how to do some of the old classic fire demos, but it looks like these match those and more. I did get them sort of running in stock Corona a couple years back (with *cough* one rect per pixel), but they depended on previous frames and neighbors, so not terribly obvious how to transfer them to stateless shader-land.
fBm seems to work well for fire in general. It also underlies the sun-ish effect I posted (in the playground announce thread).
@ Antheor
I’d be rather surprised if Corona built support into the tool. They probably just wanted to get it out the door. :) In theory, if you had audio as raw samples (say from a WAV, or decompressed from another source and captured) you could encode those to pixels and then read them out of a texture (perhaps “streaming” them through a snapshot), with time-based “texture” coordinates. I don’t know how well this would work in the presence of filtering, though, unless one could specify “nearest” mode.
At some point, I want to make some shaders for 1D / 2D FFT and convolution, if I don’t stumble on working versions in the meantime. I imagine the implementation will be a beast. :D (I’ve written them in Lua…) I have a very specific computer vision-style problem in mind, but really any application of DSP would be game. (Doing something, for instance, along the lines of what I mention here.)