Sam Gondelman
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e534e09801
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Update LightClusterGrid_shared.slh
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2018-11-01 15:35:48 -07:00 |
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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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SamGondelman
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e8c5324e39
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start removing branching
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2018-10-25 11:59:04 -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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Brad Davis
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9a28e04e37
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Remove all tabs from shaders
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2018-09-06 08:59:07 -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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02cf15d115
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Lightclusters no unpack position from zdb
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2018-03-30 10:06:27 -04:00 |
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Olivier Prat
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bd0e13463d
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Fix on unpackDeferredPosition
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2018-03-29 17:06:23 -04:00 |
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Olivier Prat
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053bd2ba98
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Created SurfaceData structure to centralize computation of frequently used shader temporary values
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2017-12-21 17:41:36 +01:00 |
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Olivier Prat
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0e666ce671
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Metallic value is now continuous and materials can be linearly blended between pure dielectric and pure metal
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2017-12-20 09:34:53 +01:00 |
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Bradley Austin Davis
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b93e91b9f3
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
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samcake
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f82310545c
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
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samcake
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ab3d39951e
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Revert "Fixing the rendering bug triggered with Nvidia driver 381.65"
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2017-04-07 02:03:31 -07:00 |
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Sam Cake
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b1a4bc329b
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Introducing a fix to the graphics bug
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2017-04-07 01:10:18 -07:00 |
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samcake
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aae7349c40
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trying to understand the bug with nvidia new driver
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2017-04-06 18:31:03 -07:00 |
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samcake
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5f9c713d44
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Merging with upstream after resolving some conflicts
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2016-10-12 09:22:12 -07:00 |
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Gabriel Calero
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834d9c0710
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Adapt shader for GL ES support which requires operators of the same datatype
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2016-10-11 12:15:49 -03:00 |
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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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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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37f7596183
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Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass
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2016-07-08 09:04:10 -07:00 |
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samcake
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fff2a9a5a2
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REfactoring the shading functions interface to account for scattering
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2016-07-07 21:16:28 -07:00 |
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samcake
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9a604d0ede
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Bringing Beckmann specular to the lighting
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2016-06-30 19:03:24 -07:00 |
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samcake
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0c882832bf
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Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now)
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2016-06-20 17:58:35 -07:00 |
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samcake
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904efc8076
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SPlitting appart the DeferredLIghting Effect
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2016-06-17 09:31:32 -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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1dca62f752
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Introducing a new technique for normal packing and fixing a bug on the normal buffer format
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2016-06-01 17:51:53 -07:00 |
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samcake
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8ec280535b
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FIx bad roughness value read from the deferred buffer
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2016-05-17 11:13:34 -07:00 |
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samcake
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f1b236f3be
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adding the DeferredBUfferRead.slh
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2016-05-04 18:51:35 -07:00 |
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