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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
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David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Creating a paint-spatter effect


Using high-frequency noise, it is easy to create the effect of random spatters of paint on the surface of an object. The following image shows an example of this:

We use the noise texture to vary the color of the object, with a sharp transition between the base color and the paint color. We'll use either the base color or paint color as the diffuse reflectivity of the shading model. If the noise value is above a certain threshold, we'll use the paint color; otherwise, we'll use the base color of the object.

 

 

Getting ready

Start with a basic setup for rendering using the Phong shading model (or whatever model you prefer). Include texture coordinates and pass them along to the fragment shader.

There are a couple of uniform variables that define the parameters of the paint spatters:

  • PaintColor: The color of the paint spatters
  • Threshold: The minimum noise value where a spatter will appear

Create a noise texture with high-frequency noise.

Make your noise texture available...

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