<commit_before>### Alpha map + Reversing drawing

Added in an alpha map into the fragment shader pass (Passing through the tesselation coordinates gl_TessCoord.xy from the tesselation evaluation stage).

I've used a square shape following with the same test alpha map to produce the various output below.

![image1](../project_images/alphamap/alphamap.PNG?raw=true "image1")

Things that have been explored:

* Using a minimum size for the shapes.  This was achieved by adjusting scale of the calculated transform matrix. 
* Playing with the opacity can make it look more like watercolour or more like reflective paint:

![image2](../project_images/alphamap/close-up2.jpg?raw=true "image2")

(normal)

![image3](../project_images/alphamap/close-up1.jpg?raw=true "image3")

(multiplied alpha by 1.5)


* reversing the draw order, so the highest depths are drawn first, with the lowest depth on top.


![image4](../project_images/alphamap/Capture81.jpg?raw=true "image4")

![image5](../project_images/alphamap/Capture83.jpg?raw=true "image5")

![image6](../project_images/alphamap/Capture85.jpg?raw=true "image6")

![image7](../project_images/alphamap/Capture86.jpg?raw=true "image7")

![image8](../project_images/alphamap/Capture87.jpg?raw=true "image8")

![image9](../project_images/alphamap/Capture94.jpg?raw=true "image9")

![image10](../project_images/alphamap/Capture96.jpg?raw=true "image10")<commit_msg>Update 2014-03-14-Alpha-Map.md<commit_after>### Alpha map + Reversing drawing

Added in an alpha map into the fragment shader pass (Passing through the tesselation coordinates gl_TessCoord.xy from the tesselation evaluation stage).

I've used a square shape following with the same test alpha map to produce the various output below.

![image1](../project_images/alphamap/alphamap.PNG?raw=true "image1")

Things that have been explored:

* Using a minimum size for the shapes.  This was achieved by adjusting scale of the calculated transform matrix. 
* Playing with the opacity can make it look more like watercolour or more like reflective paint:

![image2](../project_images/alphamap/close-up2.jpg?raw=true "image2")

(normal)

![image3](../project_images/alphamap/close-up1.jpg?raw=true "image3")

(multiplied alpha by 1.5)


* reversing the draw order, so the highest depths are drawn first, with the lowest depth on top.


![image4](../project_images/alphamap/capture81.jpg?raw=true "image4")

![image5](../project_images/alphamap/capture83.jpg?raw=true "image5")

![image6](../project_images/alphamap/capture85.jpg?raw=true "image6")

![image7](../project_images/alphamap/capture86.jpg?raw=true "image7")

![image8](../project_images/alphamap/capture87.jpg?raw=true "image8")

![image9](../project_images/alphamap/capture94.jpg?raw=true "image9")

![image10](../project_images/alphamap/capture96.jpg?raw=true "image10")
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