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This is a quick test for an old-movie postprocessing. Code was not cleaned up. The binary is 6087 bytes, but could be reduced easily (e.g. simplify the texture code and parts of the rendering). - Switch to monochrome - Add noise, lines, and blotches (derived https://www.shadertoy.com/view/Xdl3D8) - Move randomly the image - Add stronger vignetting - Disable specular light and sss - Set the animation to 14 FPS
- Generate monochrome textures - Convert lighting equations to monochrome
- The size increases with the new shader, edges.frag. NOTE: main.cpp still need to be updated. - Fix bug with the anvil. It was simple, I just had to remove the line with the WTF??? comment. - Blood animation uses 12 fps too - Adjust the anvil fall timing - Adjust and simplify the postprocessing
The output is slightly different from what I have in Kodelife, I don't know why.
Edge detection was broken when running the C++ executable, but worked in Kodelife. After investigation, it happened because the textures relied on values outside the [0; 1] range. I changed the values returned by the raymarching and adjusted the values in edge detection
Better edge detection wrt normals
When the pencil error is too big, fade out the pencil
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This is a quick test for an old-movie postprocessing. Code was not cleaned up. The binary is 6087 bytes, but could be reduced easily (e.g. simplify the texture code and parts of the rendering).