Wednesday, 17 April 2013

Assignment 11: Post Processing

Requirements
  • (Optional) Add a directional light to your scene
    • Consider using an #include file and call a function
    • It is up to you whether to replace the point light or to keep it and have two lights
  • Add a full-screen post-process pass
    • Your engine must draw a quad
    • The shader can be anything you want. Some suggestions are:
      • "Vignetting" (multiply a texture on top of the back buffer, like darkened edges)
      • Distortion (using a sine wave, for example)
      • Bloom or Depth of Field. Both of these are quite a bit more complicated than the previous two, but if you are curious you may read up about them and try it out.
  • Add some kind of UI overlay element on top of the finished image
    • Your engine must draw a quad. There are two options for how to size it:
      • You can draw the same full-screen quad that you did for your post-processing and let the shader transform it
      • You can compute the size in our C++ code and then use the provided coordinates directly in the shader
    • There must be some kind of alpha in the texture you use. (A good candidate for this is some kind of text, but anything with alpha is acceptable, even a leaf :)

No comments:

Post a Comment