OpenGL Shaders
Surface Shaders, Post-Process Shaders, Worley Noise, Perlin Noise C++, GLSL, QT
For this project, I wrote multiple shaders in GLSL and constructed a polar spherical camera model to be able to navigate around the scene.
Polar Spherical Camera
I implemented functions that rotate the camera’s eye position around the up vector and the local right vector, as well as functions that allow panning and zooming.
Surface Shaders
Blinn-Phong
Matcap
Red Wax, Plastic, Gold
Vertex Deformation Shader
The model normalizes all of the vertex positions to create a sphere, and interpolates from its normal form over time. Then, it uses each fragment's UV coordinate to calculate its distance from the center, and gives that offest to a sine function to generate the rainbow wave.
Post-Process Shaders
In order to create post-process shader effects, you first have to divert the output of the inital render to a texture within the frame buffer.
Sobel Filter
Gaussian Blur
Custom Worley Noise Shader
Custom Perlin Noise Shader