Pixel art with GLSL cel shade lighting concept

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GarbagePillow
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Re: Pixel art with GLSL cel shade lighting concept

Post by GarbagePillow »

Boolsheet: Good advice. Unfortunately I have an ATI card. I looked for ATI pragmas but I couldn't find any. :(
Nixola wrote:I have no problems with an Nvidia GTX 560 Ti. Awesome effects!
Good to know. And thank you. :)
Patalo wrote:Seriously great. The way the contour stay black really adds something.

How does the AO works? It's the last pic of pithos.png that indicate the amount of light?

Now with multiple lights? :3 (well, I haven't found a way to send array yet, so might be difficult).

Sort of reminded me the visuals of chroma ( https://www.youtube.com/watch?v=OIR6L9FTvlc )
The AO is just another alpha map that I'm currently storing in the red channel of the third image. After I calculate the light levels at a pixel I just multiply them by the ambient occlusion. The AO map is generated from the same simple 3d model that I get the normal maps from.

Yeah, I really want to do multiple lights soon (perhaps with colors!).

I haven't seen Chroma before but it looks good. I like being able to run up the shadows. :)
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kikito
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Re: Pixel art with GLSL cel shade lighting concept

Post by kikito »

I'm going to stop trying to understand what goes on here and just enjoy the coolness.

Hats off to you, sir.
When I write def I mean function.
GarbagePillow
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Re: Pixel art with GLSL cel shade lighting concept

Post by GarbagePillow »

kikito wrote:I'm going to stop trying to understand what goes on here and just enjoy the coolness.

Hats off to you, sir.
Much appreciated. :)
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Ensayia
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Re: Pixel art with GLSL cel shade lighting concept

Post by Ensayia »

This is incredibly superb. For some reason, your first example reminds me of Zelda: LTTP.
GarbagePillow
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Re: Pixel art with GLSL cel shade lighting concept

Post by GarbagePillow »

Ensayia wrote:This is incredibly superb. For some reason, your first example reminds me of Zelda: LTTP.
Ha! That is because I modeled the tree stump after the tree stump in A Link to the Past. I really love the style of that game, in particular the fake perspective of walls and cliffs.
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slime
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Re: Pixel art with GLSL cel shade lighting concept

Post by slime »

This is really great. I've wanted to try this sort of technique for a while but never actually got around to doing it, I'm glad it looks very good. :)
GarbagePillow
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Re: Pixel art with GLSL cel shade lighting concept

Post by GarbagePillow »

slime wrote:This is really great. I've wanted to try this sort of technique for a while but never actually got around to doing it, I'm glad it looks very good. :)
Thank you. :)

Here's a version with multiple colored lights. Unfortunately as it is now I think it moves too far away from cel shading in the way the lights blend together, but maybe I'll be able to figure out a better way later. Please let me know if the GLSL doesn't work.
4c9Gt.png
4c9Gt.png (8.9 KiB) Viewed 445 times
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MultiLights.love
(13.69 KiB) Downloaded 527 times
GarbagePillow
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Re: Pixel art with GLSL cel shade lighting concept

Post by GarbagePillow »

Okay, just figured out a better way:
Rkzfn.png
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dreadkillz
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Re: Pixel art with GLSL cel shade lighting concept

Post by dreadkillz »

Pretty. I don't know how any of this works but the power of shaders really makes a lot of things possible since 0.8.0.
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kikito
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Re: Pixel art with GLSL cel shade lighting concept

Post by kikito »

Unfortunately none of the multi-lighted examples seem to work on my machine (Mac Book Air 2012 13')

The sprites look like random color noise:
screenshot.png
screenshot.png (12.8 KiB) Viewed 6537 times
The first two examples (with only one light source) looked great though.
When I write def I mean function.
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