Commit Graph

20 Commits (9527529adebf1850b942445d7392023c7b3a3918)

Author SHA1 Message Date
cosmonaut 9527529ade track fxb using lfs 2020-09-21 00:46:16 -07:00
cosmonaut 3389897d08 tone mapping 2020-09-20 23:01:13 -07:00
cosmonaut a341d3ba93 poisson sampled soft shadows 2020-09-20 22:41:36 -07:00
cosmonaut 7e82f2f32e initial soft shadow implementation 2020-09-20 20:50:55 -07:00
cosmonaut 7ea2b57315 restructure lights to use one pass per light 2020-09-20 02:05:19 -07:00
cosmonaut 314b308840 fixing CSM gaps 2020-09-18 22:43:12 -07:00
cosmonaut a55e33f9a9 cascaded shadow maps 2020-09-18 04:00:53 -07:00
cosmonaut 10f3d9cd98 single triangle renderer optimization 2020-09-17 15:47:23 -07:00
cosmonaut 7062992d9b dynamic shadow bias 2020-09-16 16:58:21 -07:00
cosmonaut 345ffaa247 fix fragment depth being translated to clip space 2020-09-16 16:49:08 -07:00
cosmonaut 3540e098d5 drawing shadows with fixed projection 2020-09-16 12:58:23 -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
cosmonaut 55b1555df2 prevent point lights from overflowing shader 2020-08-06 01:12:15 -07:00
Evan Hemsley 2419a89d32 fix intensity calculation 2020-08-05 15:09:48 -07:00
Evan Hemsley f0f09115f5 basic rendering structure 2020-08-05 12:15:22 -07:00
Evan Hemsley fecc7e6c05 add pbr effect 2020-08-04 20:50:44 -07:00