Shading

Real-Time GLSL Shading

The following three rendering techniques were part of the Real-Time Rendering Labs. Phong Shading: Phong BRDF implemented on the fragment shader (OpenGL 2.0).
Toon Shading (with silhouette): The Toon shader uses 2D LUTs (optimizable to use only 1D Textures) that are indexed by the cos(N.V). The silhouette is created by drawing a wireframe version of the backfaces of the object, culling the front faces and finally playing with the line thickness to convey a toony style to the edges.
Glow Shading: The Glow shader is divided in to two parts: the glow source and the original model. The glow source is a wireframe version of a 3D model. That source is blurred on the shader and blended on another pass with the original model, producing a sensation of glow around it.