Commit graph

158 commits

Author SHA1 Message Date
saschawillems
1359058d24 Skeletal animation example shaders, code cleanup, etc. 2016-10-30 18:13:49 +01:00
saschawillems
54ddca7c08 Added Android build files and seettings for SSAO example 2016-10-30 13:49:30 +01:00
saschawillems
06369fc72e Added lighting to SSAO example. small changes and fixes 2016-10-29 13:18:20 +02:00
saschawillems
9212a9e3cb Added SSAO example (wip) 2016-10-28 21:16:21 +02:00
saschawillems
298f7a9415 Use heightmap class 2016-10-20 21:30:37 +02:00
saschawillems
66682abe8c Sub pass G-Buffer compositing example (wip) 2016-10-14 20:35:41 +02:00
saschawillems
10b3d0b53c Removed unused instance and vertex attributes 2016-10-10 20:45:54 +02:00
saschawillems
6a0340ff21 Compute shader frustum culling and lod selection example (wip) 2016-10-08 16:50:09 +02:00
saschawillems
ab792d6a3d Use sparse texture clamp to find first populated mip level for texels 2016-10-01 13:54:50 +02:00
saschawillems
116952bec8 Started work on MSAA with deferred rendering example 2016-09-28 20:54:45 +02:00
saschawillems
e224b300b6 Updated SPIR-V shader binaries 2016-09-21 19:48:45 +02:00
Sascha Willems
24d87cdd78 Merge pull request #237 from Ekzuzy/multithreading
Added missing usages in buffers used as a source of data copy.
2016-09-21 19:36:22 +02:00
plapins
e57722d7f1 Added missing usages in buffers used a source of data copy. Fixed problems with types in starsphere.frag shader. Updated starsphere.frag.spv file. 2016-09-21 14:53:41 +02:00
plapins
2a5f654750 Fixed bug with a variable consumed by fragment shader not being assigned in a vertex shader. Updated spv file. Added bat file for automatic SPIR-V generation. 2016-09-21 14:38:58 +02:00
saschawillems
18b7a52ece Randomly fill virtual pages, check if sparse residency for 2D images is supported 2016-09-17 19:08:27 +02:00
saschawillems
9ce827b3f3 Fixed flipped reflection and skybox on x-axis, enable anisotropy (Fixes #232) 2016-09-17 10:31:04 +02:00
saschawillems
7a118b84b5 Use 6 sided tunnel for better visualization of different texture filters 2016-09-13 20:55:20 +02:00
saschawillems
385b760770 Opaque sparse memory bindings for mip tails 2016-09-12 19:53:39 +02:00
saschawillems
8f2ea86e11 Started work on sparsely bound partially resident texture example 2016-09-11 18:42:30 +02:00
saschawillems
56e35390df Added 3D texture example (using perlin noise for runtime texture generation) 2016-09-08 22:27:45 +02:00
saschawillems
7929b1c3e6 Specular 2016-09-04 14:19:27 +02:00
saschawillems
7ace541544 Better texture for demonstrating mip maps 2016-09-03 22:31:12 +02:00
saschawillems
5e3b0f4b75 Compute raytracing basic camera movement 2016-09-02 20:13:12 +02:00
saschawillems
26c39e9c67 Fixed shadow back projections 2016-09-02 14:53:44 +02:00
saschawillems
eaf76fd6e7 Updated compute raytrace example. Pass scene primitives via SSBOs, shader tweaks, etc. 2016-09-01 22:55:57 +02:00
saschawillems
5dd928b7f4 (flat) int for samplerindex 2016-08-30 20:45:23 +02:00
saschawillems
a104110b30 Refactored compute ray tracing example, use dedicated graphics queue if available 2016-08-20 12:02:02 +02:00
saschawillems
62cc1faf33 Split model and view matrix for clarity, destroy Vulkan resources 2016-08-18 18:52:50 +02:00
saschawillems
dad0a4d661 Use mip mapping sampler by default, rotate tunnel when not paused 2016-08-15 16:25:54 +02:00
saschawillems
2758c47b86 Added runtime mip map generation examples (wip) (refs #178) 2016-08-15 15:17:01 +02:00
saschawillems
0f9077aae6 Simplified fullscreen triangle shader 2016-08-13 23:57:40 +02:00
saschawillems
f432393f3c Simplified fullscreen triangle shader 2016-08-13 23:56:57 +02:00
saschawillems
130e1d5262 Replaced fullscreen quad from index and vertex buffer with fullscreen triangle generated in VS, code cleanup and cleaner naming 2016-08-13 22:08:13 +02:00
saschawillems
e74e37cc16 Color gradient ramp for glowing parts of the mesh 2016-08-13 16:37:53 +02:00
saschawillems
cb5bd093ec Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass 2016-08-13 15:41:36 +02:00
saschawillems
f6cd788725 Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass 2016-08-13 12:50:51 +02:00
saschawillems
444c4b9c24 Updated (multi) indirect draw example 2016-08-01 21:43:47 +02:00
saschawillems
be68bc0a5a Python script for compiling example shaders 2016-08-01 18:38:02 +02:00
saschawillems
cff9eb6b30 Added shaders and testmeshes for indirect drawing example 2016-07-28 23:10:10 +02:00
saschawillems
7f687570d4 Added debug display for light source depth maps and shadow toggle 2016-07-17 18:34:52 +02:00
saschawillems
94d8f7b94a Correct specular highlights, light colors 2016-07-17 15:14:52 +02:00
saschawillems
f3a86c292c Updated deferred shadows example to use new framebuffer class 2016-07-16 23:27:39 +02:00
saschawillems
3339279825 Use scene albedo in final scene composition 2016-07-16 11:54:54 +02:00
saschawillems
a89aebd381 Added shaders for deferred shadow example 2016-07-14 23:44:08 +02:00
saschawillems
876f5714eb Use gl_FrontFacing to determine mirrored surface side, enable clipping (Refs #190) 2016-07-06 21:13:24 +02:00
Sascha Willems
becdc7c9dc Merge pull request #190 from jherico/mirror
Don't render the reflection on the far side of the floor
2016-07-06 20:37:27 +02:00
saschawillems
48ecef07fa Normal orientation, don't pause by default 2016-07-04 19:28:43 +02:00
saschawillems
18013c44e0 Visually upgraded deferred rendering example with moving lights, multiple meshes and normal mapping 2016-07-03 21:32:35 +02:00
saschawillems
28fee1fe6c gl_PerVertex outputs 2016-07-03 17:30:27 +02:00
Brad Davis
0e88fb6811 Don't render the reflection on the far side of the floor 2016-06-27 01:26:48 -07:00