Niko Wilhelm, 2020
I am currently implementing a simple OpenGL renderer in Rust as a hobby project to get more familiar with graphics and the language. Somehow my specular lighting didn’t seem to work properly and in debugging I decided to visualize the view-vector, using it as the fragment color.
The expected result was seeing the same colors no matter where I moved, as the vector is location dependent… turns out I completely forgot to set the uniform variable of the camera position, so my shader was reading zeroed out memory and I effectively colored my scene with the fragment positions. Turns out this looks a lot prettier than the (by now…) working shading :) Gives me a bit of a dreamy-trippy feeling.