openglmm_shaders Test 20150817
Here is a video demo of my OpenGL 3.3 library libopenglmm.
Source
Materials:
- Lambert shading (Mirror’s Edge style)
- Fog
- Cube mapping
- Multitexturing
- Normal mapping
- Car paint (Slighty broken, I think a texture look up is incorrect)
- Glass mixed with dirty metal texture (Similar to an old rusty/broken mirror)
- Cel shading
- Smoke particle system with lambert lighting with 4 normals that very roughly approximate a sphere (I think something is wrong with the depth texture look up)
Post render effects:
- Sepia
- Teal and orange
- Noir
- Matrix
- HDR (It is cheesy and over done, but you get the idea, it would normally be a lot more tame, either brought back or blending less of the HDR textures in at the end)
- Colour blind simulation (3 modes are possible, only one is shown)