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GLSL cel-shading

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Hello I found how to render using cel-shading (http://www.gamedev.net/reference/programming/features/celshading/) but there were some thinks in the algorithm that i didn't completly like. 1- You have to paint 2 timers every primitive. 2- You have to do lighting in the CPU, when GPU can handle it perfectly well. So, now that I've just started learning GLSL i'll try to code this in a shader. So... - how can I find if I'm at font face or at back face? - how can I increase the line width? (When I'm in a back face)

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Strictly speaking, you're talking about edge determination or detection, not cel shading. Cel shading generally refers more to the color quantization process involving (typically) the diffuse lighting term as a lookup into a quantization texture.

Here's a paper on hardware-determined feature edges by Morgan McGuire. It's a pretty good basic technique.

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well... I didn't understand it so much... (I'm not english, so some tech papers are hard to understand for me)

I've tried


gl_PointSize = 15.0;



in my vertex shader, but it doesn't seems to work... what should I do?

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