Is this where I can vomit up all of the ideas I never had time to implement in the hopes of seeing somebody do the work for me?
fritx wrote:Do I make the feedback mesh have more quads in it and then muck about the texture coords in a more interesting way?
I'm from the old generation[*] and maybe you shouldn't listen to me, but I'd be highly disinclined to try to swizzle a coarse-grained mesh, because I'd expect ugly triangley artefacts (I had experimented with similarly-styled compression of sampling vector meshes briefly, and just found it to add uglies with the sorts of functions I was using). I would recommend keeping it flat and swizzling the coordinates in the fragment shader to keep it smooth.
fritx wrote:Are there things I can do in the shader other than messing with the tex coords?
Old-generation again, and I'm already starting with the stuff I never got around to, but because I'd started out in a paletted world (and, as is the tradition, I stole palettes from fractint) I was considering a migration to 3D where I would run three entirely separate loops in R, G, and B, (and maybe A), except that I would use one channel to permute another channel in some way, such as swizzling the X and Y deltas of the texture coordinates, or letting the colour bleed through slowly from one to another according to some other regional parameter. Then I intended to run a final pass that would perform the palette look-up of the final data... or maybe do four palette lookups including alpha, and alpha-blend the four layers over the top of each other. So there would have to be liberal use of alpha in your palettes.
[*] By "old generation" I mean the standard translate->blur->decay loop, with a paletted output.