Plastic relief(low-relief) shader effect.
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02-22-2015, 07:17 AM
(This post was last modified: 02-22-2015 10:08 AM by Internauta1024A.)
Post: #1
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Plastic relief(low-relief) shader effect.
Based on fxaa shader witout knowledge about shaders, I find funny effect (glass plastic relief) - best effect result with 2x or higher rendering resolution and linear texture scaling.
Someone with knowledge about shaders based on this effect can create more better effect. fsh: // Plastic relief - based on FXAA PPSSPP shader. #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; uniform vec2 u_texelDelta; varying vec2 v_texcoord0; void main() { vec3 rgbM = texture2D(sampler0, v_texcoord0.xy).xyz; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaM = dot( rgbM, luma); float lumaMax = lumaM; //Change number values to create other plastic relief effect vec3 rgbA = 0.41* ( texture2D(sampler0, v_texcoord0.xy + u_texelDelta * 0.9).xyz + texture2D(sampler0, v_texcoord0.xy + u_texelDelta * 0.9).xyz); vec3 rgbB = rgbA * 0.008 + 0.525* ( texture2D(sampler0, v_texcoord0.xy + u_texelDelta * 1.2).xyz + texture2D(sampler0, v_texcoord0.xy + u_texelDelta * 1.2).xyz); float lumaB = dot(rgbB, luma); if(lumaB > lumaMax){ gl_FragColor.xyz=mix(rgbM,rgbA,1.0); } else { gl_FragColor.xyz=mix(rgbM,rgbB,0.8); } gl_FragColor.a = 1.0; } vsh: attribute vec4 a_position; attribute vec2 a_texcoord0; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; gl_Position = a_position; } |
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