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Sorry for the late reply, but saw an answer (by GameDevSE's own Josh Petrie) to another question here that reminded me of this one, and it seemed like it could also apply here. Don't know if its truly relevant, but it could be worth a look. It basically discusses the half-pixel offset problem, in which a pixel can end up being misaligned by 0.5 units due to ...


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Rather than using a geometry shader as mentioned in another answer, I managed to implement the lines very cleanly in the fragment shader, by passing the spherical coordinates before the deformation from the tessellation shader to the fragment shader. There I could then use uniforms that describe the number of level curves to calculate position and line width ...


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You can use a geometry shader to generate those lines. There are a few tutorials/examples on how to generate sprites with geometry shaders, you can base yourself off of these to create thick lines with triangle strips from line strips. http://www.geeks3d.com/20140815/particle-billboarding-with-the-geometry-shader-glsl/


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That is not really an accurate normal map, by the way. You are just sort of assuming that the regions of the image where the luminance varies correspond with surface contours. That is frequently the case, but not necessarily - particularly in a subject this filthy, there will be a lot of dirty areas that appear to a sobel filter as contours rather than just ...


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Here's how I've approached this situation in Unity in the past: I create a custom shield shader that accepts some number of vector parameters (typically 3 or 4), each representing a recent hit. The xyz components are the position of the hit in local coordinates, and the w component is the intensity. Within the fragment shader, I compute the object-space ...



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