021 Drawing circles 022 Drawing lines 023 Combining elements 024 Showing a polygon 025 A brick pattern 026 Whats all that noise 027 Using noise to create a fire shader 028 Using noise to create wood and marble 029 A simple use of a texture image 030 Ripple the image 031 Blend between imag...
Interpolated fragment information is the input of this stage. A color has already been computed in the previous stage through interpolation, and in here it can be combined with a texel (texture element) for example. Texture coordinates have also been interpolated in the previous stage. Fog is a...
vec3 splitColor = texture1D(GradientMap, colorDesat.r).rgb; vec3 result = BlendColor(color, splitColor); It’s just the same thing than theGradient Map…of theCreate new fill or adjustment layerin Photoshop but blended in Color mode, which reminds meColor TemperatureandCross-Processingeffects...
Morph target animationis a technique that allows to deform a mesh using different deformed versions of the original mesh. This technique is used in character animation for example. The deformed versions are themorph targets(also calledblend shapes). The deformation from one morph target to another ...
Colors stay the same Actual Behavior Colors become darker. In some images they even blend with the desktop wallpaper if the platform supports background transparency. This issue doesn't occur on vo_gpu or if upscaling with a shader. Possibly related to #9524 Log File mpv.log Sample Files Or...
In facts, this is a way toscalethe color temperature (texture) AND toreducethe effect it has on the object’s lighting. By scale I mean, using for example colors from red to white, instead of the full gradient that turns into blue at the end. Visually it’s like setting the time of...
The shader code above uses "multiline" shadercodeformat instead of a single expression. The output must be written to a global variableFOut. VariableUVhas typevec2and provides[0,1]-range normalized coordinates of the current pixel. It is used to assign one ofK"colors" to each particle. Fo...
031 Blend between images 06:17 032 Create a texture from text 04:48 033 Turning a box into a sphere 06:06 034 Using the THREE.js lighting chunks 03:58 035 Creating an explosion 06:09 036 Fresnel shading 05:34 037 Environment mapping 05:20 038 Bump mapping 06:40 039 Conclusion 01:18...
The shader code above uses "multiline" shadercodeformat instead of a single expression. The output must be written to a global variableFOut. VariableUVhas typevec2and provides[0,1]-range normalized coordinates of the current pixel. It is used to assign one ofK"colors" to each particle. Fo...