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6bb35ae40e
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Discontinuity reduction by Mercury et al.
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2017-10-05 17:03:31 +02:00 |
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290555ad53
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PBR precomputations
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2017-10-05 15:28:33 +02:00 |
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ba7595d781
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Mulitple point lights
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2017-10-05 15:05:05 +02:00 |
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63561039c8
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Primitive color grading controls
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2017-10-05 12:56:52 +02:00 |
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af2e8eb05c
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Color grading stuff - test (hardcoded)
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2017-10-05 11:47:33 +02:00 |
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942a4fea21
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Vignette effect
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2017-10-05 10:09:34 +02:00 |
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3e6e9e1ba8
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Fog
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2017-10-05 09:07:37 +02:00 |
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5306ce4535
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Reorganised shaders
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2017-10-04 19:06:50 +02:00 |
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b75cee8638
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Re-organising shaders
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2017-10-04 18:40:15 +02:00 |
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49663217e2
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Combine ported
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2017-10-04 18:06:39 +02:00 |
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7e6b558f27
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Bloom ported to new shader stuff
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2017-10-04 17:48:25 +02:00 |
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2bd15c41ab
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DoF ported to new shader management
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2017-10-04 17:37:55 +02:00 |
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61d6027a42
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Shader manager "test" on raymarcher + fixes
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2017-10-04 17:29:48 +02:00 |
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ca7589da62
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Played with settings
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2017-10-03 09:29:04 +02:00 |
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6263999644
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"Enhanced sphere tracing" by Mercury /et al./
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2017-10-03 09:12:21 +02:00 |
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32a8eb68a7
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Fixed bug in old PBR shader
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2017-10-03 09:12:09 +02:00 |
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c248e66fc2
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Fixed normal computation in RM
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2017-10-03 09:11:47 +02:00 |
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be460bce83
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Raymarcher data updated
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2017-10-03 10:06:26 +02:00 |
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e66b107e73
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Implemented the full Disney PBR shader
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2017-10-03 10:06:04 +02:00 |
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df06cf16ad
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PBR-ish stuff
Subsurface scattering doesn't work, though
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2017-10-02 16:34:08 +02:00 |
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f79cc70d44
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Moved shaders to subdir
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2017-10-02 09:31:50 +02:00 |
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