Glittermorphosis
by Eos
released at Under Construction 2016, Gernsheim
graphics and code by fizzer
music by Triace and Virgill
* uses OpenGL but doesn't use framebuffer objects (to make the coder smaller), and still uses more than 8 bits for additive blending accumulation
* uses depth-of-field bokeh, motion blur, bloom, flares, and tonemapping
* both front and back bokeh (according to spherical lens theory) are displayed, for a hexagonal and slightly circular aperture
* particles are anti-aliased
* final output is dithered