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.

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