Color gradient ramp for glowing parts of the mesh

This commit is contained in:
saschawillems 2016-08-13 16:37:53 +02:00
parent cb5bd093ec
commit e74e37cc16
11 changed files with 64 additions and 24 deletions

View file

@ -3,11 +3,22 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerGradientRamp;
layout (location = 0) in vec3 inColor;
layout (location = 1) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor.rgb = inColor;
// Use max. color channel value to detect bright glow emitters
if ((inColor.r >= 0.9) || (inColor.g >= 0.9) || (inColor.b >= 0.9))
{
outFragColor.rgb = texture(samplerGradientRamp, inUV).rgb;
}
else
{
outFragColor.rgb = inColor;
}
}

View file

@ -3,16 +3,18 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 0) in vec3 inPos;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
float gradientPos;
} ubo;
layout (location = 0) out vec3 outColor;
layout (location = 1) out vec2 outUV;
out gl_PerVertex
{
@ -22,5 +24,6 @@ out gl_PerVertex
void main()
{
outColor = inColor;
gl_Position = ubo.projection * ubo.model * inPos;
outUV = vec2(ubo.gradientPos, 0.0f);
gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
}

View file

@ -3,10 +3,13 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerGradientRamp;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
@ -17,7 +20,7 @@ void main()
// to detect bright glow emitters
if ((inColor.r >= 0.9) || (inColor.g >= 0.9) || (inColor.b >= 0.9))
{
outFragColor.rgb = inColor;
outFragColor.rgb = texture(samplerGradientRamp, inUV).rgb;
}
else
{

View file

@ -11,12 +11,14 @@ layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
float gradientPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outEyePos;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out vec2 outUV;
out gl_PerVertex
{
@ -27,6 +29,7 @@ void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = vec2(ubo.gradientPos, 0.0);
gl_Position = ubo.projection * ubo.model * pos;
outEyePos = vec3(ubo.model * pos);
vec4 lightPos = vec4(0.0, 0.0, -5.0, 1.0);// * ubo.model;

View file

@ -26,7 +26,7 @@ void main()
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
UV += radialSize * 0.5 - ubo.radialOrigin;
#define samples 16
#define samples 32
for (int i = 0; i < samples; i++)
{