To make it more GPU bound you can reduce the resolution of the grid from 40x40x40 to something lower, like 16x16x16, by editing this line in Main.cpp and recompiling the app:
metaBalls.setSize(vec3(-150, -150, -150), vec3(150, 150, 150), 40, 40, 40);
Performance scales pretty linearly against the resolution, so reducing it to 32x32x32 roughly doubles performance. Quality will of course be worse though. At 16x16x16 I see some fillrate dependency (running at ~1000fps), but it's getting pretty angular though. It would probably be a good idea to use a lower resolution grid and then use something like n-patches to smooth it.