Screenspace Effects – Part 2
Time has been a bit tight lately (just back from holidays, so work has piled up), but today, between house chores and resting, I managed to add rendering of the normals:
Here you can see the normals mapped to colors… For example, the lime green corresponds to a normal vector of (0,1,0).
Now I want to combine both of these (depth and normal) on a single 4-channel buffer. The problem with this is that I’m using alpha testing to do the trees properly, so I need to move that alpha test from the renderer itself to the shaders, which kind of sucks, so I can alpha-test on the trees, but output the depth on the alpha channel.
This will be a bit of a handful for tomorrow… :\
Now listening to “Iron Savior” by “Iron Savior”
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