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<title>computicle/src/shader, branch master</title>
<subtitle>2D vector field visualization using compute shaders</subtitle>
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<title>Expose compute shader state</title>
<updated>2018-06-08T12:15:59+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
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<published>2018-06-08T12:15:59+00:00</published>
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<entry>
<title>Separate headers into compilation units</title>
<updated>2018-05-26T11:21:40+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-26T11:20:47+00:00</published>
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<entry>
<title>Restructure source directory</title>
<updated>2018-05-25T21:48:59+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-25T21:47:27+00:00</published>
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<entry>
<title>Cleanup some unnecessary code</title>
<updated>2018-05-25T18:14:54+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
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<published>2018-05-25T18:14:54+00:00</published>
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<entry>
<title>Dynamically build compute shader from field function</title>
<updated>2018-05-25T17:49:37+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-25T17:49:37+00:00</published>
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<title>Implement classical Runge-Kutta method as Euler alternative</title>
<updated>2018-05-24T20:29:59+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-24T20:29:59+00:00</published>
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<entry>
<title>Improve compute shader structure</title>
<updated>2018-05-24T20:20:48+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-24T20:20:48+00:00</published>
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<entry>
<title>Pass texture count to display fragment shader</title>
<updated>2018-05-23T18:16:09+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-23T18:16:09+00:00</published>
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<entry>
<title>Implement particle trails using overlaying textures</title>
<updated>2018-05-23T17:06:47+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-23T17:06:47+00:00</published>
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<entry>
<title>Abstract texture display buffer, shader</title>
<updated>2018-05-21T19:20:08+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-21T19:16:56+00:00</published>
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<entry>
<title>Fix VAO, VBO setup, compute shader coupling</title>
<updated>2018-05-21T12:35:43+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-21T12:35:43+00:00</published>
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<entry>
<title>Introduce basic shader, texture buffer abstraction</title>
<updated>2018-05-21T11:05:43+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-21T11:04:41+00:00</published>
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<entry>
<title>Extract shader code</title>
<updated>2018-05-20T12:49:30+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-05-20T12:22:38+00:00</published>
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