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Shaders Test Scene

(August 2024)

About

Just a test scene to experiment with lighting and post processing, for Windows, made with C++ and GLSL.

Made in August 2024 for 3D Game Programming assignment. (Semester 6)

This project is about coding with C++ and GLSL to make vertex and fragment shaders. And then constructing a 3D scene with several sources of lighting. And lastly, using framebuffer objects, adding one renderer feature and one themed post-processing effect.

The objects in the scene utilizes diffuse, specular, normal, and emissive textures.

The lighting types are directional, point, and spot lights.
 

The main challenge in this project is directional shadows, did not manage to get it to work

Themed Post-Processing

For Themed Post-Processing:
The effects used are Spherize, Zoom, Vignette, Tiling Scanlines, and Greyscale

First, I try to spherize the UV, then grayscale, then add scanlines, then finally add vignette

First is Spherize. I take the texture coordinates and distort them into a spherical shape to get that fisheye effect

After I spherize the UV, I zoom in to try and move the weird borders out of the frame a bit.

And then I add grayscale effect.

Then I add a scanline texture overlay. If Spherize effect is also on, then the scanline uv will also distort.
To make the scanlines scroll up or down, I used the Tile effect and used the time value to move the y axis.

Lastly, I add the vignette effect for darker edges.
The main vignette code was created by Ippokratis in 2016-05-21 from shadertoy.com.

I just added the ability to change the vignette colour.

The effects can be individually toggled and tweaked in the inspector.

Software Used

bg2.png
header
in.png
be.png
itch.png
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