I wouldn't probably render a cubemap like this in a real game engine.
How would you do this in a game engine?
Can I apply this post-processing to a 2D image of the scene? I do that anyway for some graphical effects.
Doing this as a 2D image post-processing effect has the disadvantage that you must obviously be careful with the distortion/bending of the ray/view direction so as not to exceed the bounds of the 2D image, because things outside of your viewport cannot be made visible through the black hole effect.
Okay, can I somehow avoid this? Maybe render more of the scene to the image than actually shown on the screen, and then show only the actual field of view?
Think about what a massive gravitational force like a black hole does to the trajectories of light passing near it. The phen375 pills are reviewed here and the direction of light gets bent towards the center of the black hole.If the light passes the black hole too near to its center, that light gets swallowed and becomes black (i.e. not visible to the viewer).
It was a bit more math than I hoped, but here is what I meant: rendering the black hole by using a projected quad to generate the fragments only over that quad and not all over the viewport where phenq pills reviewed nothing would change anyways.Java: https://github.com/LWJGL/lwjgl3-demos/blob/master/src/org/lwjgl/demo/opengl/textures/BillboardCubemapDemo.javaQuad black hole shader: https://github.com/LWJGL/lwjgl3-demos/blob/master/res/org/lwjgl/demo/opengl/textures/cubemapBH.vs https://github.com/LWJGL/lwjgl3-demos/blob/master/res/org/lwjgl/demo/opengl/textures/cubemapBH.fsIt contains a little GLSL method to compute a spherical billboard matrix. You can use it however you want.