Reputation: 87
Let's say the concept is to create a map consisting of cubes with a neon aesthetic, such as:
Currently I have this vertex shader:
// Uniforms
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_model;
// Vertex atributes
in vec3 a_position;
in vec3 a_normal;
in vec2 a_texture;
vec3 u_light_direction = vec3(1.0, 2.0, 3.0);
// Vertex shader outputs
out vec2 v_texture;
out float v_intensity;
void main()
{
vec3 normal = normalize((u_model * vec4(a_normal, 0.0)).xyz);
vec3 light_dir = normalize(u_light_direction);
v_intensity = max(0.0, dot(normal, light_dir));
v_texture = a_texture;
gl_Position = u_projection * u_view * u_model * vec4(a_position, 1.0);
}
And this pixel shader:
in float v_intensity;
in vec2 v_texture;
uniform sampler2D u_texture;
out vec4 fragColor;
void main()
{
fragColor = texture(u_texture, v_texture) * vec4(v_intensity, v_intensity, v_intensity, 1.0);
}
How would I use this to create a neon effect such as in the example for 3D cubes? The cubes are simply models with a mesh/material. The only change would be to set the material color to black and the outlines to a bright pink or blue (maybe with a glow).
Any help is appreciated. :)
Upvotes: 4
Views: 3969
Reputation: 162234
You'd normally implement this as a post-processing effect. First render with bright, saturated colours into a texture, then apply a bloom effect, when drawing that texture to screen.
Upvotes: 2