Hi,
This is my second post here. I split it here because I am actually confused
about a shader related problem and I decided to post it here.
I'm trying to implement a glow shader in osgOcean like the one explained at GPU
Gems chapter 21 on NVIDIA's site (can't post the link because it looks like You
must have 2 posts before you can post URL's/Links). On the page it was
explained that we can use the alpha channel to determine the glow and
brighteness of the glow of an object. So an alpha of 0.0 = glowing brightly,
0.5 = glowing not to brightly, 1.0 = not glowing / normal texture.
However I see that the glare effect also uses alpha channel to determine which
one to be glared. I see that in "OceanScene::downsamplePass()", there are these
lines in the fragment shader:
Code:
" color = color*0.25;\n"
"\n"
" if(color.a >= osgOcean_GlareThreshold) "
" gl_FragColor = color;\n"
" else\n"
" gl_FragColor = vec4(0.0);"
"\n"
So in a way you are determining which part glare should be implemented by their
alpha channel, only reversed in this part. If the alpha is equal to or bigger
than the threshold, it will be glared. So, what I'm confused of right now is
how can I make a glow shader that won't collide with the glare shader, so maybe
I can actually use them both at the same time?
Thank you!
Cheers,
Bawenang
PS: LOL!!!!!
> You must have 2 posts before you can post URL's/Links.
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36178#36178
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