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Surface Shaders

I used OpenGL and GLSL to modify the surface shaders of the

image to the right, which consists of a background image and

a 3D model of Mario, to create the results below.

 

 

  • Deformation of the mesh into a circle by normalizing the position of each vertex, and then using a random function to alter the color.

lambert(initial).png
shader_def.gif
  • Create a MatCap reflection shader by mapping the coordinates of the surface normals to a point in the circular texture. The image on the right is the texture used to get the result on the left.

matcap_surfacenormals.png
normals_edited.jpg
matcap_pearl.png
pearl.jpg
matcap_outline.png
Outline.png
  • Create an iridescent shader using a color palette.

color_gradient.png

© Iciar Andreu Angulo 2020

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