SamGondelman
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dc9405775f
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more branching removal
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2018-10-29 16:42:46 -07:00 |
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Brad Davis
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c8e664a0a1
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New SPIRV Shader toolchain
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2018-10-23 10:40:12 -07:00 |
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Bradley Austin Davis
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fade3a8de0
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Fixing shader implicit type conversions
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2018-09-06 09:08:36 -07:00 |
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Brad Davis
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730cdb4257
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Remove uniforms from unused shaders
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2018-09-06 08:59:06 -07:00 |
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Brad Davis
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ae8f841912
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Shader refactoring for explicit bindings
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2018-08-03 14:58:11 -07:00 |
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Olivier Prat
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e6caa83d73
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Merged with master
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2018-01-17 16:35:31 +01:00 |
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humbletim
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08ccda9cfc
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rename libraries/model(src/model) -> libraries/graphics(src/graphics)
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2018-01-16 12:44:44 -05:00 |
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Olivier Prat
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54eab1c878
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First working local lights on transparent objects
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2018-01-15 17:49:55 +01:00 |
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samcake
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d2a15ca82c
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Trying to migrate to a light array instead of each individual lights
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2016-09-02 17:51:35 -07:00 |
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samcake
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66b65391a4
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Cleaning up the lighting equations
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2016-07-05 18:21:49 -07:00 |
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samcake
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ab21a5a5d5
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FIxing the bad brdf and adding better debug tool and better Pipeline architecture
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2016-06-29 18:59:06 -07:00 |
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samcake
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350f06465d
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Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering!
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2016-06-16 18:28:08 -07:00 |
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samcake
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42eaaf742d
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Protoype done
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2016-06-14 18:29:06 -07:00 |
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samcake
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8858f9dc82
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IUse the light stage finally for the scattering prototype
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2016-06-14 09:54:51 -07:00 |
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samcake
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414c43c012
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Current state
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2016-06-13 19:10:50 -07:00 |
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samcake
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6a5dff06c4
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Pushing a shitty state where the pairs of Varyings don;t get copied correctly
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2016-06-13 09:46:24 -07:00 |
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samcake
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c325cc50dd
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Adding the depth aware blur
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2016-06-11 18:54:22 -07:00 |
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samcake
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28886f6ec3
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Many improvments
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2016-06-10 17:18:12 -07:00 |
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samcake
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6831710efb
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Adding the deawSCattering pass
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2016-06-09 19:13:28 -07:00 |
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