<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>GLSL on Jorge Vega</title><link>http://jvega.xyz/tags/glsl/</link><description>Recent content in GLSL on Jorge Vega</description><generator>Hugo</generator><language>en</language><lastBuildDate>Mon, 13 Jun 2022 18:12:12 +0200</lastBuildDate><atom:link href="http://jvega.xyz/tags/glsl/index.xml" rel="self" type="application/rss+xml"/><item><title>Automata Shaders</title><link>http://jvega.xyz/posts/automata/</link><pubDate>Mon, 13 Jun 2022 18:12:12 +0200</pubDate><guid>http://jvega.xyz/posts/automata/</guid><description>&lt;p&gt;A project I made while learning GLSL and the graphics pipeline. Given simple rules, automata can produce complex emergent patterns. In this example, I assigned a weight function to each automaton that computes the optimal next position based on the distance to other automata and nearby &amp;ldquo;fuel&amp;rdquo; locations. Combined with Voronoi-style noise rules, this creates emergent biological patterns reminiscent of fungi and slime mold structures.&lt;/p&gt;</description></item></channel></rss>