Sphere Generation using OpenGL Tescellation
Displacement map and Color map : Courtesy of svs.gsfc.nasa.gov/cgi-bin/det...
Bloom in fragment shader steps :
-Render the Scene with Brightness Extraction :
Render the tessellated sphere and extract the bright areas directly in the fragment shader.
Blur the Bright Areas :
Apply Gaussian blur directly to the bright areas.
Combine the Results :
Combine the original color with the blurred bright areas directly in the fragment shader.
My Code Link : github.com/Ananth3990/Bloom-e...
1 июл 2024