currently ive written a nice line step smoother , its a quite nice thing, i called it "antiOUTBURST_edge".
all what this shader is about:
1.) geing borders of an surface. therefor im using the eyeVECTOR and the normalVECTOR by searching the difference between the eyeVECTOR and the normalVECTOR on that way im getting a common shader - maya user would know that , its called a sampler info in maya, so its just checking if something is looking through you or away from you.
here a graphic which should display a sampler info:
2.) after im getting the areas to sample, im using just this area for an 3 x 3 blur by using the length for varying the blur intensity and to definite the edgeOUTBURST range.
check it out here how it looks!
http://www.aries-lenov.com/projekte/webgl/dev/circleOFdeath_0DOT1/LSD.php
stay tuned
greetz
dirk
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