More fun with Tessellation

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  • Опубліковано 16 жов 2024
  • Sphere Generation using OpenGL Tescellation
    Displacement map and Color map : Courtesy of svs.gsfc.nasa....
    Bloom in fragment shader steps :
    -Render the Scene with Brightness Extraction :
    Render the tessellated sphere and extract the bright areas directly in the fragment shader.
    Blur the Bright Areas :
    Apply Gaussian blur directly to the bright areas.
    Combine the Results :
    Combine the original color with the blurred bright areas directly in the fragment shader.
    My Code Link : github.com/Ana...

КОМЕНТАРІ • 1

  • @amitohal683
    @amitohal683 2 місяці тому

    Wow….only white black and gray colours used …and lovely spike shown on edges