September 2018
Intermediate to advanced
472 pages
15h 36m
English
The steps involved are the following:
To get set up, create a high-res texture (using GL_RGB32F or a similar format) attached to a framebuffer with a depth attachment. Set up your fragment shader with a uniform to select the pass. The vertex shader can simply pass through the position and normal in eye coordinates.
Read now
Unlock full access