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> I would not use this technique for anything but aestetics.

I agree Loop-Blinn produces better results, and I would like to see it implemented in WebGL, but it adds a great deal of complexity and tightly couples the code with the rendering engine (eg: ThreeJS, stackgl).

The curve approximation is done here:

https://github.com/mattdesl/adaptive-bezier-curve




You can write composable WebGL, but it takes more work. Here's my Loop-Blinn example: http://cscheid.github.io/lux/demos/loopblinn/loopblinn.html

The bits that do Loop-Blinn are here, https://github.com/cscheid/lux/blob/master/src/lux/text/outl..., while the bits that decide the color of the text go elsewhere.

Look at 'unconed's MathBox for this kind of thing taken to incredible heights, or https://github.com/kovasb/gamma for the ClojureScript analogue.


Nice demo! And thanks for the code reference. :)

It seems very tightly coupled to Lux; it would have to be re-implemented for ThreeJS, StackGL, MathBox, Pixi, etc.

Gamma and glslify are great ways of modularizing GLSL. I don't feel that modular WebGL is a solved problem, though.




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