Commit graph

286 commits

Author SHA1 Message Date
2a116f230a Mostly fucking around 2017-10-06 10:30:06 +02:00
dbac828891 PBR fixing, episode 572 2017-10-06 09:36:49 +02:00
f141a948ac Fucking around 2017-10-05 22:28:04 +02:00
1fb3fac7da Replaced normal computation.
Didn't solve the problem at hand though
2017-10-05 21:08:02 +02:00
c33efde305 Use hg_sdf 2017-10-05 20:41:57 +02:00
1df2a90dd8 Imported/adapted Mercury's lib 2017-10-05 20:29:39 +02:00
7483769714 FXAA 2017-10-05 18:35:35 +02:00
883dd9e2a6 Fixed tan(phi) 2017-10-05 17:50:33 +02:00
57feeca7b3 More tweaking + UI for the correction stuff 2017-10-05 17:13:58 +02:00
6bb35ae40e Discontinuity reduction by Mercury et al. 2017-10-05 17:03:31 +02:00
290555ad53 PBR precomputations 2017-10-05 15:28:33 +02:00
ba7595d781 Mulitple point lights 2017-10-05 15:05:05 +02:00
52bf5cd3fc Faster camera movement on Shift+DnD 2017-10-05 13:16:50 +02:00
5f92d0b6eb TODO list update 2017-10-05 12:58:05 +02:00
63561039c8 Primitive color grading controls 2017-10-05 12:56:52 +02:00
af2e8eb05c Color grading stuff - test (hardcoded) 2017-10-05 11:47:33 +02:00
942a4fea21 Vignette effect 2017-10-05 10:09:34 +02:00
3e6e9e1ba8 Fog 2017-10-05 09:07:37 +02:00
d5d56b094c Todo list updated 2017-10-05 08:50:02 +02:00
2bbf14d827 Delay before resetting the demo when resizing
Maybe it will prevent the laptop from crashing.
2017-10-05 08:45:40 +02:00
93308ac578 Display durations in profiler list 2017-10-05 08:32:43 +02:00
5306ce4535 Reorganised shaders 2017-10-04 19:06:50 +02:00
b75cee8638 Re-organising shaders 2017-10-04 18:40:15 +02:00
d64e9f9a2e Todo list update 2017-10-04 18:28:48 +02:00
a1aaac7a75 Removed old shader interface 2017-10-04 18:28:06 +02:00
de50a7ac9c Removed old instance of profiler 2017-10-04 18:09:01 +02:00
32dd23abf1 Fixed profiler 2017-10-04 18:08:37 +02:00
49663217e2 Combine ported 2017-10-04 18:06:39 +02:00
5b3d883488 Removed unused copy program from main 2017-10-04 17:49:02 +02:00
7e6b558f27 Bloom ported to new shader stuff 2017-10-04 17:48:25 +02:00
2bd15c41ab DoF ported to new shader management 2017-10-04 17:37:55 +02:00
61d6027a42 Shader manager "test" on raymarcher + fixes 2017-10-04 17:29:48 +02:00
40e6911209 Hopefully almost finish shader management 2017-10-04 16:29:39 +02:00
eb122b598e Structure overhaul + shader stuff progress 2017-10-04 11:20:27 +02:00
53fbdba979 Compute shader type added 2017-10-04 10:06:45 +02:00
8be3c508a3 Moved shader code builder to separate internal struct 2017-10-03 16:41:00 +02:00
7a7ff88ac6 Shader code - list of files + missing/found 2017-10-03 16:25:46 +02:00
8eefe21aae Some reformatting 2017-10-03 16:10:48 +02:00
952aad1e02 Shader loader - recreate shader code 2017-10-03 16:09:12 +02:00
88cd5c97dc Shader preprocessor - input 2017-10-03 13:53:50 +02:00
5aee824bb0 Fixed profiler 2017-10-03 09:56:37 +02:00
ca7589da62 Played with settings 2017-10-03 09:29:04 +02:00
6263999644 "Enhanced sphere tracing" by Mercury /et al./ 2017-10-03 09:12:21 +02:00
32a8eb68a7 Fixed bug in old PBR shader 2017-10-03 09:12:09 +02:00
c248e66fc2 Fixed normal computation in RM 2017-10-03 09:11:47 +02:00
be460bce83 Raymarcher data updated 2017-10-03 10:06:26 +02:00
e66b107e73 Implemented the full Disney PBR shader 2017-10-03 10:06:04 +02:00
fbeb0858ac Fixed shader paths 2017-10-03 10:05:20 +02:00
86ce40f772 Raymarcher - reverted(ish) use of program pipeline 2017-10-02 19:06:15 +02:00
df06cf16ad PBR-ish stuff
Subsurface scattering doesn't work, though
2017-10-02 16:34:08 +02:00