C++ || GLSL
All three of the first shown OFX Function-based effects were based on frame-by-frame pixel processing techniques. This essentially reads through pixel data and sorts it into bins which allows me to manipulate them by different groups.
My GLSL shader was inspired by what I have seen referred to as “the rite of passage for a shader coder” (@hannahesthetic, twitter, 25/05/2020) – water. After looking at the noise generated terrains example provided, I thought I could combine a Phong shader with the concept of vertex displacement (particularly vertical) to create a cool water effect.