changed looping over metaballs to array looping instead of while loops
turned on auto-vectorization and loop unrolling, no perceivable performance impact
sped up meshing by not adding a contribution if we know the metaball is too far away, and added a pan handler for drawing
questionable optimization to avoid a float check
use squared distance for speedup, need to fix visual fuckery now though
switched back to normal length func
wip data textures (for doing metaball closeness checks on gpu) and also moved back to es 2.0 since that's what glkit supports
wip gpu distance computation, added a random texture data with the correct viewport for drawing and turned metaball drawing back on
added cell positions to texture and added some more uniforms
wip gpu metaball distance - got something possibly correct displaying as output of distance comp shader
went back to old contribution calculation (without bounded radius check), and switched to calculating the position texture size at runtime