Inspiration
I am always looking for new ways of enhancing visual realism, whether that be to a camera or the retina from a raster standpoint.
What it does
This shader uses render buffers to display a color accumulation effect.
How I built it
I have a video texture that is writing to two buffers. the second buffer averages the new color value from the video with the value that was already there using a lerp of 0.005. The first buffer combines the final color value from the second buffer with the proper color value from the video texture.
Challenges I ran into
Shadertoy doesn't give me control over drawcalls, so I had to get crafty in order to cache color data from prior frames reliably.
Accomplishments that I'm proud of
The effect turned out exactly as I intended, with quite tight time constraints. (~2 hours)
What I learned
I just about doubled my capabilities in GLSL. I am used to Shaderlab and DirectX shading languages, so GLSL has been an interesting transition.
What's next for Retinal Color Accumulation
I would like to investigate the physical properties of the retina to determine a more realistic value for the accumulation lerp. I would also like to make the accumulation less severe with less intense colors.
Built With
- glsl
- shadertoy
Log in or sign up for Devpost to join the conversation.