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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 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 1. Other Books You May Enjoy Index

Drawing silhouette lines using the geometry shader


When a cartoon or hand-drawn effect is desired, we often want to draw black outlines around the edges of a model and along ridges or creases (silhouette lines). In this recipe, we'll discuss one technique for doing this using the geometry shader, to produce the additional geometry for the silhouette lines. The geometry shader will approximate these lines by generating small, skinny quads aligned with the edges that make up the silhouette of the object. The following image shows the ogre mesh with black silhouette lines generated by the geometry shader.

The lines are made up of small quads that are aligned with certain mesh edges:

The technique shown in this recipe is based on a technique published in a blog post by Philip Rideout: prideout.net/blog/?p=54. His implementation uses two passes (base geometry and silhouette), and includes many optimizations, such as anti-aliasing and custom depth testing (with g-buffers). To keep things simple...

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