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dbac828891
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PBR fixing, episode 572
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2017-10-06 09:36:49 +02:00 |
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f141a948ac
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Fucking around
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2017-10-05 22:28:04 +02:00 |
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1fb3fac7da
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Replaced normal computation.
Didn't solve the problem at hand though
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2017-10-05 21:08:02 +02:00 |
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c33efde305
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Use hg_sdf
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2017-10-05 20:41:57 +02:00 |
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1df2a90dd8
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Imported/adapted Mercury's lib
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2017-10-05 20:29:39 +02:00 |
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7483769714
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FXAA
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2017-10-05 18:35:35 +02:00 |
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883dd9e2a6
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Fixed tan(phi)
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2017-10-05 17:50:33 +02:00 |
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57feeca7b3
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More tweaking + UI for the correction stuff
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2017-10-05 17:13:58 +02:00 |
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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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52bf5cd3fc
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Faster camera movement on Shift+DnD
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2017-10-05 13:16:50 +02:00 |
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5f92d0b6eb
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TODO list update
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2017-10-05 12:58:05 +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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d5d56b094c
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Todo list updated
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2017-10-05 08:50:02 +02:00 |
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2bbf14d827
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Delay before resetting the demo when resizing
Maybe it will prevent the laptop from crashing.
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2017-10-05 08:45:40 +02:00 |
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93308ac578
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Display durations in profiler list
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2017-10-05 08:32:43 +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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d64e9f9a2e
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Todo list update
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2017-10-04 18:28:48 +02:00 |
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a1aaac7a75
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Removed old shader interface
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2017-10-04 18:28:06 +02:00 |
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de50a7ac9c
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Removed old instance of profiler
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2017-10-04 18:09:01 +02:00 |
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32dd23abf1
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Fixed profiler
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2017-10-04 18:08:37 +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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5b3d883488
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Removed unused copy program from main
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2017-10-04 17:49:02 +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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40e6911209
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Hopefully almost finish shader management
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2017-10-04 16:29:39 +02:00 |
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eb122b598e
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Structure overhaul + shader stuff progress
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2017-10-04 11:20:27 +02:00 |
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53fbdba979
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Compute shader type added
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2017-10-04 10:06:45 +02:00 |
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8be3c508a3
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Moved shader code builder to separate internal struct
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2017-10-03 16:41:00 +02:00 |
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7a7ff88ac6
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Shader code - list of files + missing/found
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2017-10-03 16:25:46 +02:00 |
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8eefe21aae
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Some reformatting
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2017-10-03 16:10:48 +02:00 |
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952aad1e02
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Shader loader - recreate shader code
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2017-10-03 16:09:12 +02:00 |
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88cd5c97dc
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Shader preprocessor - input
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2017-10-03 13:53:50 +02:00 |
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5aee824bb0
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Fixed profiler
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2017-10-03 09:56:37 +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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fbeb0858ac
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Fixed shader paths
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2017-10-03 10:05:20 +02:00 |
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86ce40f772
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Raymarcher - reverted(ish) use of program pipeline
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2017-10-02 19:06:15 +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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aabf8949a8
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Got rid of old texture binding code
Also this fixes the DoF texture wrapping bullshit
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2017-10-02 14:48:16 +02:00 |
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