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en:tutorials:shaders:shaders_in_screen_space [2020/08/05 05:28 (5 years ago)] – created sausage | en:tutorials:shaders:shaders_in_screen_space [2020/08/31 05:37 (5 years ago)] (current) – ↷ Links adapted because of a move operation sausage | ||
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===== Setup ===== | ===== Setup ===== | ||
- | Let's start as usual by creating a default project using the [[en: | + | Let's start as usual by creating a default project using the [[en: |
I'm going to make a few little changes to the default project config, making the game area an 800x600 window with a blue background to be able to illustrate things clearly: | I'm going to make a few little changes to the default project config, making the game area an 800x600 window with a blue background to be able to illustrate things clearly: | ||
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Here is the result: | Here is the result: | ||
- | {{ :en:tutorials: | + | {{ tutorials: |
Well... there does appear to be some gradient between red and yellow occurring inside the texture rectangle. But the effect is subtle, if there at all. And is certainly not obvious what is happening. | Well... there does appear to be some gradient between red and yellow occurring inside the texture rectangle. But the effect is subtle, if there at all. And is certainly not obvious what is happening. | ||
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Run it and you'll see: | Run it and you'll see: | ||
- | {{ :en:tutorials: | + | {{ tutorials: |
This should make things clearer. The pixel positions are mapped from the entire screen space and not from the dimensions of the texture as done with '' | This should make things clearer. The pixel positions are mapped from the entire screen space and not from the dimensions of the texture as done with '' | ||
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Which looks like this: | Which looks like this: | ||
- | {{ :en:tutorials: | + | {{ tutorials: |
The Orx logo texture is calculated in screen space, but is rendered into the texture which gives that great cut-out mask effect. | The Orx logo texture is calculated in screen space, but is rendered into the texture which gives that great cut-out mask effect. |