As someone who has seen this effect before, but was unclear how it was done, this article is very "and now draw the rest of the owl". They define a basic equation, it's about what I expected, but the end shader code doesn't use it in that form, and I found it pretty difficult to parse, I can't say I'm much better off in the end.
Love seeing plasma explained again. It’s wild how a few sines and cosines can still look this organic decades later. Feels very demoscene-pure: simple math, clever color mapping, and suddenly you’ve got motion and depth. Also cool to see specular highlights layered on top, old tricks, modern hardware.
Plasma-Pong was a great game
Specular is a cool addition!
Loved the intro but that code sample could've used proper variable names.
All I hear is the music from Second Reality (the plasma cube part).
https://youtu.be/iw17c70uJes?si=_KWmUg608NxgyrXv&t=348