More fun with Tessellation
Вставка
- 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...
Wow….only white black and gray colours used …and lovely spike shown on edges