Architectural fractales

GLSL implementation of the Menger Sponge  fractal using a raycasting technic ( orignal implemetation by Fractal Lab ) . 

tL_architectural_fractal

    

     < Download  the QC  implementation : tL_LeCorbusier_factal_b3.3.qtz

 

whohoo : D

Hello there .. gdamn great work. i am a newbie quartz user and i am trying to figure out how to
ad an video input as texture on this one. could you please point me out in the right direction.
I could imagine that it have to be added in the fragment shader at the blinn phong part.. right?

Thanks for the feed back

Thanks for the feed back
If you want to map input textures on that structure .Fisrt create a <uniform sampler2D inputTexture> parameter in the fragment header . If you need to map the texture , but want to keep the phong illumination , just modify the render() function . You'll need to sample the inputTexture ( consider using texture2D(inputTexture, pixel.xy)) , the mutiply the color by the resulting sampling operation .
If you still have mapping troubles , let me know ,I'll post an example .
P: