GLSL - OpenGL Shaders (LibGDX) | Episode 3 - vignette
Why Stack Overflow recommends it
Stack Overflow users link it as the go-to walkthrough of a vignette shader in LibGDX, both as a recommendation for beginners and as the starting code behind their own follow-up questions.
Recommended by 1 people across 1 different months, 2015 to 2016.
What it is
Episode 3 of dermetfan's LibGDX GLSL shader tutorial series, a 23-minute screencast that builds a vignette post-processing shader step by step. The author walks through the Java screen code, the vertex and fragment shaders, and links to source files and a GLSL function reference.
What people said
Recommends Maciej Dziuban · 2016-08 · Stack Overflow · on “Libgdx | Set black color to everything outside of circle”
You might want to take a look at shaders, this approach is really flexible and lets you even control how rapid the transition is. Just the basics of GLSL should be sufficient. [this video] Here's a decent tutorial.
Cites gogonapel · 2015-05 · Stack Overflow · on “Colored Vignette Shader (the outer part) - LIBGDX”
I've seen lots of tutorials on vignette shaders just like these [this video] but none of them say how to change the color of the vignette, they only talk about applying sepia or grey shaders to the whole composite image. For example the video above gives the below code for the vignette shader. How do I change the color of the vignette ? So it's not black but red or orange and the part of the image in the interior of the vignette remains unmodified. const float outerRadius = .65, innerRadius = .4, intensity = .6; void main(){ vec4 color = texture2D(u_sampler2D, v_texCoord0) * v_color; vec2 relativePosition = gl_FragCoord.xy / u_resolution - .5; relativePosition.y *= u_resolution.x / u_resolution.y
Cites vdlmrc · 2015-11 · Stack Overflow · on “libGDX shader coordinate and camera position”
I am working on a platformer with libGDX, Tiled Map and Box2D. I want to apply some shaders. I want a vignette effect that stick to the hero. For the vignette effect, I used this tutorial [this video] . The problem I encounter is: If the camera is fixed, I obtain exactly what I want. The vignette sticks to the hero. But, if the camera moves, which happens in a scrolling platformer game, the vignette effect doesn't stick to the hero. Here is a video that illustrates my problem [LINK] It seems I have to take into account the camera position to calculate the coordinate of the vignette effect, but I have no idea how. Here is the fragment shader I use for the vignette : varying vec4 v_color; varying v