|  cosmonaut | 4d562f545b | trying to tighten frustum but the sampling is broken | 2020-09-07 23:50:49 -07:00 | 
				
					
						|  cosmonaut | 9f6a32b8a0 | experimenting with storing shadows in cube map | 2020-08-28 01:12:17 -07:00 | 
				
					
						|  cosmonaut | 3a89e9a091 | pack directional shadow maps into a cubemap | 2020-08-27 22:57:15 -07:00 | 
				
					
						|  cosmonaut | 28bc8c79e7 | basic directional light shadow mapping | 2020-08-27 14:46:20 -07:00 | 
				
					
						|  cosmonaut | 4095b7eda5 | Deferred Shading Path (#1) add directional light + rename GBufferEffect for clarity
fix texture leak
fix intensity array for point lights
deferred pbr shading
rendering g-buffer
add a core and framework csproj
Reviewed-on: #1 | 2020-08-27 18:14:17 +00:00 | 
				
					
						|  Evan Hemsley | f972392544 | renormalize world normal in pixel shader | 2020-08-16 11:48:51 -07:00 | 
				
					
						|  cosmonaut | 393b8bcb03 | supporting directional lights | 2020-08-07 01:12:46 -07:00 | 
				
					
						|  cosmonaut | 86cc23b0ad | start on depth rendering | 2020-08-06 17:58:50 -07:00 | 
				
					
						|  Evan Hemsley | fecc7e6c05 | add pbr effect | 2020-08-04 20:50:44 -07:00 |