SketchpunkLabs | WebGL2 : 062 : Depth Testing / Intersection Highlight / Force Field Effect @SketchpunkLabs | Uploaded 6 years ago | Updated 1 day ago
In the last lesson we finally built up our deferred rendering and the ability to access depth data in post rendering. We continue by using the depth data to test geometry intersections to highlight then base on a threshold. This allows us to create an effect that mimics what you'd expect from a force field wall.
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Links of Interest
https://chrismflynn.wordpress.com/2012/09/06/fun-with-shaders-and-the-depth-buffer/
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GitHub :: https://github.com/sketchpunk/FunWithWebGL2
Patreon :: https://www.patreon.com/sketchpunk
Twitter :: https://twitter.com/SketchpunkLabs
Tumblr :: http://sketchpunklabs.tumblr.com/
In the last lesson we finally built up our deferred rendering and the ability to access depth data in post rendering. We continue by using the depth data to test geometry intersections to highlight then base on a threshold. This allows us to create an effect that mimics what you'd expect from a force field wall.
======================================================
Links of Interest
https://chrismflynn.wordpress.com/2012/09/06/fun-with-shaders-and-the-depth-buffer/
======================================================
GitHub :: https://github.com/sketchpunk/FunWithWebGL2
Patreon :: https://www.patreon.com/sketchpunk
Twitter :: https://twitter.com/SketchpunkLabs
Tumblr :: http://sketchpunklabs.tumblr.com/