Pictured: Screen grab from "Bloom" I've been hacking away at integrating late model OpenGL (Core Profile, ES2) into Cinder . I've got a working Core Profile API running with a test application to which I've been adding feature after feature. The idea was to create a test bed that sort of did everything, then tease it apart into a series of sample applications. So it's got deferred shading , screen space ambient occlusion (SSAO), light accumulation, phong shading , and bloom . The result is something unnatural but kind of pretty to me. This video reflects real time performance (60fps @ 1280x720). "Bloom" on Vimeo Music is "A Fool Persists" by Infinite Body: http://infinitebody.bandcamp.com/