I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
I'm working with a deferred shading technique. I have diffuse, normal and depth buffers, which I combine for the final scene composition. Where and when exactly do I apply an anti-aliasing pass (such ...
To apply post effects, it is often needed to read the preliminary image, perform computations on its pixels and store the result in the same texture again. For example, think of a tone mapping or ...
I compute Gaussian blur in two passes (horizontally and vertically). Shaders look like this: Horizontal blur - fragment shader: #version 420 layout (location = 0) out vec4 outColor; in vec2 ...