GLSL Custom Shaders

GLSL / C++ / Qt

Melting Chrome

Underwater Color Shift

Blinn-Phong

Sobel

Iridescent

Bloom

Matcap

Gaussian Blur

The Process

I developed several different types of surface shaders and post process shaders in the OpenGL Shading Language. I manipulated color, position, and light data in each of the shaders to achieve visually interesting effects on the Mario model. For example in the melting chrome shader, I used a noise function to randomly generate the velocities at which each of the vertices fell. I created the chrome effect by multiplying the original texture's color values by the values of my palette. In the Underwater Color Shift shader, I used a worley noise function to warp Mario's UV coordinates and sampled the noise at different rates for each of the color channels. 

Sobel Code

Underwater Color Shift Code

worley.png