Re: Pixel art with GLSL cel shade lighting concept
Posted: Thu Sep 27, 2012 2:02 pm
Boolsheet: Good advice. Unfortunately I have an ATI card. I looked for ATI pragmas but I couldn't find any.
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.
Good to know. And thank you.Nixola wrote:I have no problems with an Nvidia GTX 560 Ti. Awesome effects!
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.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? (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 )
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.