OpenGL 2D Top Down Game Fragment Shader Blur Adjustment with Constants already in play Visua
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Published on ● Video Link: https://www.youtube.com/watch?v=TA1ht-ZMJ0o
Just taking advantage of a constant already going through the pipeline, that relates to the size of the point sprite, and using that to compute the blurred area around the edge of the point sprite.
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Tags:
opengl
blur
2d top down
fragment shader
adjustment
visual studio 2017