Fun With Shaders










As part of my Graphics II course, I was asked to write vertex, geometry and fragment shaders in GLSL. The first is a phong shader. This was done first by lighting each vertex normal, then interpolating the pixels based on the vertexes. The second was an edge detecting shader. It worked by finding pixels on the edge of the hippo which had the lowest average of intensity of those that would be on the inside. Last the fuzzy shader worked by taking the geometry of the hippo and setting it to the light normals of the hippo.

Shader code: Here

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