This is the third try at drawing the lasso. The process starts with taking all the lasso particles and creating opengl points. Normals and tangents are computed for each point of the lasso. Animated Perlin noise is that run down the lasso offsetting each point along their normal and tangent. This should give the illusion of flow. The points are than converted to screen space. Multiple opengl points are created between each pair of points to create a continuous line. The points are sent to the shader and rendered.
Lasso sprite. The alpha channel uses a radial gradient for opacity:
When using depth, I get missing segments for some reason.
I’m going for beer.