Desmos: Visualizing Curves for Shader FX in DOOM - Part 3 (Test & Tweak)
Автор: Andrew Matzureff
Загружено: 2024-10-27
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Описание:
This is the 3rd entry of a sequence of 3 videos detailing my artistic process for visualizing the math describing a set of special effects I intend to apply to an existing water shader created for use in the DOOM source port "Zandronum" as part of a personal project of mine to enhance all of the vanilla liquids.
In this video I test my GLSL implementation of a curve which, when applied to a GL texture, results in progressively scaled texels as they tend toward the center of the texture in-game in Zandronum. Afterward I tweak the curve parameters and then observe the results in-game.
The original playlist created for this series: • Desmos: Visualizing Curves for Shader FX i... .
The Zandronum-compatible version of the particular pre-existing shader project which I was editing in this series was authored by TDRR of the Zandronum forums: https://zandronum.com/forum/viewtopic....
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