Tagged Questions
0
votes
1answer
338 views
Simple pass-through geometry shader with normal and color
I've written a very simple pass-through geometry shader. My input and output primitives are points. I also want to forward the color and normal from vertex shader to fragment shader through geometry ...
3
votes
1answer
98 views
Queries regarding Geometry Shaders
I am dealing with geometry shaders using GL_ARB_geometry_shader4 extension.
My code goes like :
GLfloat vertices[] =
{
0.5,0.25,1.0,
0.5,0.75,1.0,
-0.5,0.75,1.0,
...
11
votes
1answer
542 views
Toon/cel shading with variable line width?
I see a few broad approaches out there to doing cel shading:
Duplication & enlargement of model with flipped normals (not an option for me)
Sobel filter / fragment shader approaches to edge ...
5
votes
2answers
307 views
Geometry shader for multiple primitives
How can I create a geometry shader that can handle multiple primitives? For example when creating a geometry shader for triangles, I define a layout like so:
layout(triangles) in;
...