Expand description
Depth-aware effects for 3D glyphs: self-shadowing, ambient occlusion in concavities, rim lighting for readability, and subsurface scattering.
Structs§
Constants§
- RIM_
LIGHT_ GLSL - Fresnel rim light in GLSL.
- SELF_
SHADOW_ GLSL - Self-shadow computation in GLSL.
- SSAO_
GLSL - Screen-space AO kernel sampling in GLSL.
- SUBSURFACE_
GLSL - Subsurface scattering approximation in GLSL.
Functions§
- apply_
depth_ effects - Apply all depth effects to a pixel’s final color (CPU reference implementation).
- compute_
rim_ light - Compute Fresnel-based rim lighting for glyph silhouette readability. Rim light is strongest at glancing angles (normal ⊥ view direction).
- compute_
self_ shadow - Self-shadow factor: front faces facing away from the light are shadowed. Returns 0.0 (fully shadowed) to 1.0 (fully lit).
- compute_
ssao_ for_ glyph - Compute ambient occlusion for a point in a glyph concavity.
neighborsare nearby surface positions. Points surrounded by geometry receive more occlusion. - compute_
subsurface - Compute subsurface scattering approximation for thin glyph parts. Light wraps around thin geometry, creating a translucent glow.