Zach Pomerantz
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9a37ccbf3c
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
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samcake
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2fbdb22493
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
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samcake
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8f2bf2b423
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Integrating the scattering to the local lights
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2016-07-06 17:13:16 -07:00 |
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samcake
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aed2ad72d1
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Using another formula for the specularDistribution giving much better results
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2016-03-01 17:09:57 -08:00 |
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samcake
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16ac69315f
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Imroving the roughness/specular highlight nd fixing a bug with the CUbemap texture
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2016-03-01 16:38:02 -08:00 |
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samcake
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9fb318570b
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Ajusting the pure Ambient SH lighting pass and more review issues
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2016-03-01 12:24:44 -08:00 |
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samcake
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630c61e61d
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Reflection is working correctly with the PBR property, ship t
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2016-02-29 18:54:43 -08:00 |
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samcake
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2f5800a4cc
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IMproving the shading model and the loading, added the roughness, needt to clean up
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2016-02-23 18:31:38 -08:00 |
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samcake
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c7f43386e5
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Compressing the g-buffer better
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2016-02-22 09:23:16 -08:00 |
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samcake
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39a7852979
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MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
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2016-02-19 18:43:07 -08:00 |
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samcake
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903824809c
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trying to have better support for the materials
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2016-02-18 18:33:32 -08:00 |
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samcake
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c891bcb8cd
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FIxing the diffuse contribution bug maybe
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2015-12-17 17:44:40 -08:00 |
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samcake
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32bb8f020c
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FIxing the diffuse contribution bug maybe
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2015-12-17 17:40:35 -08:00 |
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samcake
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ef7ddce2b6
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Trying to fix the problem of the background not showing correctly
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2015-12-04 16:52:14 -08:00 |
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samcake
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a5475ed14d
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Early try fixing the lighting
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2015-12-03 10:41:32 -08:00 |
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Sam Gateau
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00688172dd
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work in progress, gathering th eindvidual parameters of the deferred pass into a single UBO that is bound once for all the deferred lighting passes
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2015-09-14 15:49:05 -07:00 |
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Sam Gateau
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11beb51ec1
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Clean up comments
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2015-02-09 18:02:34 -08:00 |
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Sam Gateau
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871f9a849a
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CLean up the shader code for the blinn and the new PBR shading equation
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2015-02-09 15:30:17 -08:00 |
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Sam Gateau
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c2761ac887
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CLean up the shader code for the blinn and the new PBR shading equation
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2015-02-09 15:26:14 -08:00 |
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Sam Gateau
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48fca4c11d
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introducing PBR shading
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2015-02-08 23:22:14 -08:00 |
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Sam Gateau
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9b0036d010
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adding Light and replace glLights also for the first deferred pass
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2015-02-05 14:10:06 -08:00 |
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Sam Gateau
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7d6161598b
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REvisiting the shaders for lighting on deferred pass
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2015-02-04 13:31:39 -08:00 |
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Sam Gateau
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471da3935d
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working on the lighting
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2015-01-29 17:11:50 -08:00 |
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Sam Gateau
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ae3233b119
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in the middle of something
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2015-01-27 15:44:10 -08:00 |
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Sam Gateau
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4151833549
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cleaning up for pull request
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2015-01-23 10:49:04 -08:00 |
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Sam Gateau
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0e38ea8854
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Adding ambient sphere in the lighting equation and menu to control te presets
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2015-01-16 09:41:43 -08:00 |
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Sam Gateau
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d1fb071208
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Adding ambient sphere in the lighting equation and menu to control te presets
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2015-01-16 09:38:53 -08:00 |
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Sam Gateau
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7ae9635ce7
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Refactoring the code from directional into DeferredLighting.slh
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2015-01-15 15:27:18 -08:00 |
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