GLSL Shaders

This project includes a variety of GLSL shaders:

Surface Shaders:

  • Lambert, Blinn-Phong, Matcap, Custom β€œCubify” surface deformation

Post Process Shaders:

  • Sobel (edge detection), Gaussian Blur, Custom β€œVoronoi Nuke” shader

Here’s a closer look at some of them…

β€œCubify” surface deformation

This effect was accomplished by interpolating between Mario’s normal vertex position and a unit cube centered at his object space origin.

The `u` value for interpolation was made using this curve formula I made using Desmos! It creates a bouncy effect which was quite fun to make.
See the graph here! https://www.desmos.com/calculator/znsvjnu90t

β€œVoronoi pixelate”

I started with a base voronoi function, then fed it into a second one. I then rotate the position of the Voronoi point around the cell center, giving this β€œwarbly” effect when layered.
The base image also goes through a β€œposterize” pass that splits the image into fewer tones.

β€œVoronoi Nuke”

On a timer, I interpolate the base voronoi pixelate effect with a β€œnukified” verision. I spent a few hours messing around in the shader until I stumbled on this effect, and I think it’s pretty neat!

The fading effect was accomplished with a `max` function, which takes the pixel with the maximum brightness. As the β€œnukified” version gets brighter over time, it will overtake the original image, at separate times in the R G and B channels.

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Spline Curve Editor