He was a normal guy like all of us, until one unfortunate  day,when.................... a slab came and hit him, right in the middle of his face.The right half of the slab was 'evil', and so it started affecting the right part of this guys face and he became the "The Two Face Villain".
Also the wall remains only when the guy has to show his good face , as he has to hide his bad face.When the guy is showing the evil face the wall disappears, as he doesn't need to hide his good face.
In the END the villain dies by falling into a valley of darkness, which is true for all villains.This also sends out the message that GOOD always triumphs over Evil.



The Environmental Mapping Fragment shader here was modified to access theĀ  right half of the face and produce the slightly damaged/burnt skin effect.It was also used as the base shader to apply the other shaders.





The skin coloured texture was produced by using the fragment + texture shader as mentioned here:- http://www.lighthouse3d.com/opengl/glsl/index.php?textureComb.




Bump mapping involves modulating the surface normal before lighting is applied.As you can see that bump mapping technique basically interpolates between L1 and L2 vector to generate the desired effect.So not specifying a light position , causes irregular interpolation and hence the shimmering effect.




Please email any questions to rmahaj2@uic.edu

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