0
votes
1answer
155 views

Calculating Per Vertex Normal in Geometry Shader

I am able to calculate normals per face in my Geometry Shader but i want to calculate per vertex normal for smooth shading. My Geometry shader is #version 430 core layout ( triangles ) in; layout ( ...
2
votes
1answer
132 views

How do we apply different textures to different faces generated via geometry shader?

I am trying to render a cube by starting of with one vertex into the shader, then geometry shader to expand into a cube, and then apply a different texture to each side. The part I am facing the issue ...
12
votes
1answer
1k 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
804 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; ...
-1
votes
1answer
720 views

Vertex shader are evil for performance?

I found that the vertex shaders are sometimes very useful, especially because they can generate geometries and extract and use a lot of informations from just 1 image. The problem is that my project ...
2
votes
1answer
301 views

Geometry shader questions?

I had some questions on geometry shaders. Do directx geometry shaders offer anything over the opengl ones? What advantages does the official geometry shader implementation on opengl 3.2 have over ...