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shaders – Draw Edges in OpenGL

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shaders – Draw Edges in OpenGL

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I exploit blender recreation engine and blender makes use of OpenGL for graphics. How can I draw traces round all 3D objects? Would this be a job for a filter? Mainly, I need my finish outcome to look drawn.

I discovered this:

uniform sampler2D bgl_RenderedTexture;
uniform sampler2D bgl_DepthTexture;

void predominant()
{
   float depth = texture2D( bgl_DepthTexture, gl_TexCoord[0].xy).r;
   float depth2 = texture2D( bgl_DepthTexture, gl_TexCoord[0].xy + vec2(0,0.002)).r;
   float depth3 = texture2D( bgl_DepthTexture, gl_TexCoord[0].xy + vec2(0.002,0)).r;
   
   float fac = abs(depth-depth2) + abs(depth-depth3);
   
   float depth = 9050;  

   vec4 sub = vec4(fac*depth,fac*depth,fac*depth,0);
   
   gl_FragColor = texture2D( bgl_RenderedTexture, gl_TexCoord[0].xy ) - sub;
}

#change float depth

right here and that appears to work, however I would like it to look extra sketched. So I would love some noise affect. Maybe it is known as sinus displacement? Is there a approach to try this?

I draw and I need the model to appear like this. Thanks.

Disclaimer: I do hang around on BSE and this isn’t a query they’re ready to reply or is it essentially on-topic for them, since it’s about OpenGL.

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