morph a sphere to a cube and a a cube to a sphere with GLSL
- by nkint
hi
i'm getting started with glsl with quartz composer.
i have a patch with a particle system in which each particle is mapped into a sphere with a blend value. with blend=0 particles are in random positions, blend=1 particles are in the sphere. the code is here:
vec3 sphere(vec2 domain)
{
vec3 range;
range.x = radius * cos(domain.y) * sin(domain.x);
range.y = radius * sin(domain.y) * sin(domain.x);
range.z = radius * cos(domain.x);
return range;
}
// in main:
normal = sphere(p0); * blend + gl_Normal * (1.0 - blend);
i'd like the particle to be on a cube if blend=0
i've tried to find but i can't figure out some parametric equation for the cube.
mayebe it is not the right way?