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  /  GLSL Fluids for Great Shader Success

GLSL Fluids for Great Shader Success


This talk will be a narrated dash through a scratch implementation of the Navier-Stokes fluid advection algorithm as a ‘hello world’ of TOP-space GPU computation. A basic fluid system will serve as an entree to discuss render buffers, pixel formats, texture buffers, and GLSL best practices in the TouchDesigner context.

GLSL, Shaders, TOP-space Computation


Noah Norman

Noah Norman is a technical director and artist and Chief at Hard Work Party.
He came to TouchDesigner as a primary tool for realizing visual works roughly two years ago, having lost his hairline to Jitter. Aesthetically, he’s torn between honest, lo-fi approaches and AAA game-style post-processing gimmicks.