This repo contains materials used in workshop SPEKTRA Vol.4.0.0 : Programming GPU based real-time graphics with TouchDesigner and refined after this WS.
Theme: How to program Geometry Shader in TouchDesigner.
This WS focuses on Geometry Shader programming so we have to understand not only language spec but also how to pass infos defined in OpenGL rendering process such like vertex indexing or VBO attributes and so on.
DeformGeom.toe contains 2 scenes under
/project1/ container and the former gives premise knowledge.
This scene is dedicated for explanation of how TouchDesigner handles OpenGL vertex specification with visual materials.
This scene has one
Render TOP and one
Geometry COMP and 6
GLSL MATs to attach one by one. These shaders shows the idea how we can develop nice complexity in Geometry Shader programming (which means manupulation of the "polygons" stage)