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OpenGL 4.0 Shading Language Cookbook

You're reading from   OpenGL 4.0 Shading Language Cookbook With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.

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Product type Paperback
Published in Jul 2011
Publisher Packt
ISBN-13 9781849514767
Length 340 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (16) Chapters Close

OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with GLSL 4.0 FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading Effects, and Optimizations 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Animation and Particles Index

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:

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 (see Creating a seamless noise texture...

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