saschawillems
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110005b859
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Overhauled parallax mapping example with multiple modes
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2017-03-24 17:58:25 +01:00 |
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saschawillems
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29adb94aba
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Geometry shader inputs [skip ci]
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2017-03-19 13:05:10 +01:00 |
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saschawillems
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ea74aabef0
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Viewport array example (geometry shader) (wip)
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2017-03-19 12:20:03 +01:00 |
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saschawillems
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ed7f88fd37
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Moved shaders into separate directory
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2017-03-12 11:45:40 +01:00 |
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saschawillems
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64639a2c23
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Renamed basic PBR example
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2017-02-26 19:14:24 +01:00 |
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saschawillems
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ed6451a956
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Continued work on basic PBR example
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2017-02-26 18:57:41 +01:00 |
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saschawillems
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d1c07df7c0
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Added PBR image based lighting example
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2017-02-25 19:13:43 +01:00 |
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saschawillems
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1d0938a001
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Shader parameter [skip ci]
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2017-02-23 21:21:20 +01:00 |
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saschawillems
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0f8bed9fde
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Continued work on PBR example
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2017-02-19 15:03:16 +01:00 |
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saschawillems
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b30fd58557
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Removed unused vertex shader inputs (Refs #277) [skip ci]
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2017-02-08 20:07:06 +01:00 |
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saschawillems
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89cc457ccc
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Added gl_PerVertex out blocks to silence validation (Refs #277) [skip ci]
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2017-02-07 20:39:25 +01:00 |
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saschawillems
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9051af4502
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Use new texture and model classes, fragment shader inputs (Refs #277)
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2017-02-04 15:00:45 +01:00 |
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saschawillems
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cbfdfc904b
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Added basic HDR rendering example (wip)
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2017-01-29 16:03:31 +01:00 |
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saschawillems
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405c76737c
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Use new sample building scene for subpass example, added transparent texture
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2017-01-14 16:06:44 +01:00 |
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saschawillems
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81885abeb6
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Pass depth test for forward transparent geometry for texel without depth from deferred pass [skip ci]
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2017-01-12 20:02:55 +01:00 |
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saschawillems
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b57f74012f
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Added transparent forward pass as third subpass, demonstrate preserve attachment
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2017-01-11 21:25:53 +01:00 |
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saschawillems
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96ffb2bac3
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Corrected shader file names for instancing examples
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2017-01-09 20:24:16 +01:00 |
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saschawillems
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bb9310b94a
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Added starfield backdrop to instancing example
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2017-01-08 12:27:03 +01:00 |
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saschawillems
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094ed4bccf
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Revised instancing example
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2017-01-08 11:13:21 +01:00 |
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saschawillems
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e573a4c244
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Use createBuffer function from Vulkan device class
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2017-01-07 20:46:28 +01:00 |
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saschawillems
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927660680d
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Updated bloom example shaders
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2017-01-07 20:45:17 +01:00 |
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saschawillems
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00b5ea453f
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Code cleanup, additional specialization constant as parameter for one lighting path
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2017-01-01 15:41:23 +01:00 |
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saschawillems
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34ca943ac5
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Started work on specialization constants example
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2016-12-26 19:08:03 +01:00 |
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saschawillems
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04fdd16076
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Enable device features, validation fixes
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2016-12-25 12:51:46 +01:00 |
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saschawillems
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2e5af6a9fb
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Replaced vkTools::UniformData with newer vk::Buffer for uniform buffers, some renaming, small fixes and corrections
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2016-12-24 12:48:01 +01:00 |
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saschawillems
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6985eab017
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Added dynamic uniform buffer example
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2016-12-22 20:16:44 +01:00 |
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saschawillems
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ef26748142
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Updated particle fire shaders (Fixes #259)
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2016-12-19 20:21:44 +01:00 |
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saschawillems
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deed78921c
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Added screenshot taking example
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2016-12-17 00:13:55 +01:00 |
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saschawillems
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401369f716
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Removed function to get enabled features, features can be set directly in derived constructor due to new explicit Vulkan initialization
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2016-12-14 21:38:45 +01:00 |
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saschawillems
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ca27585ee6
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Enabled required features for displacement example, recompiled tessellation shaders with recent glslang compiler
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2016-12-14 20:49:30 +01:00 |
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saschawillems
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a6a6702bd2
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Enabled required features for tessellation example, recompiled tessellation shaders with recent glslang compiler
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2016-12-14 20:35:03 +01:00 |
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saschawillems
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a872fafe4e
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Enabled required features for terrain tessellation example, recompiled tessellation shaders with recent glslang compiler
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2016-12-14 20:32:46 +01:00 |
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saschawillems
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a376f2d695
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Clamp particle size (Fixes #256)
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2016-12-10 12:04:41 +01:00 |
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saschawillems
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8a22dd4c68
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Changed global and local compute work group sizes (Fixes #251)
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2016-11-29 20:45:38 +01:00 |
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saschawillems
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8db5b0868f
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Scale point size to match camera distance, base point size on particle mass
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2016-11-26 14:43:24 +01:00 |
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saschawillems
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2674c7c404
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Added compute shader n-body particle simulation demonstrating the use of shared compute shader memory
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2016-11-26 13:52:22 +01:00 |
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saschawillems
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3983cbd732
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Set SSAO shader constants via specialization
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2016-11-01 15:39:54 +01:00 |
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saschawillems
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1713a968d4
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Removed unused vertex shader input location
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2016-11-01 13:45:46 +01:00 |
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saschawillems
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1359058d24
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Skeletal animation example shaders, code cleanup, etc.
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2016-10-30 18:13:49 +01:00 |
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saschawillems
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54ddca7c08
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Added Android build files and seettings for SSAO example
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2016-10-30 13:49:30 +01:00 |
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saschawillems
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06369fc72e
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Added lighting to SSAO example. small changes and fixes
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2016-10-29 13:18:20 +02:00 |
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saschawillems
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9212a9e3cb
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Added SSAO example (wip)
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2016-10-28 21:16:21 +02:00 |
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saschawillems
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298f7a9415
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Use heightmap class
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2016-10-20 21:30:37 +02:00 |
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saschawillems
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66682abe8c
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Sub pass G-Buffer compositing example (wip)
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2016-10-14 20:35:41 +02:00 |
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saschawillems
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10b3d0b53c
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Removed unused instance and vertex attributes
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2016-10-10 20:45:54 +02:00 |
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saschawillems
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6a0340ff21
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Compute shader frustum culling and lod selection example (wip)
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2016-10-08 16:50:09 +02:00 |
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saschawillems
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ab792d6a3d
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Use sparse texture clamp to find first populated mip level for texels
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2016-10-01 13:54:50 +02:00 |
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saschawillems
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116952bec8
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Started work on MSAA with deferred rendering example
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2016-09-28 20:54:45 +02:00 |
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saschawillems
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e224b300b6
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Updated SPIR-V shader binaries
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2016-09-21 19:48:45 +02:00 |
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Sascha Willems
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24d87cdd78
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Merge pull request #237 from Ekzuzy/multithreading
Added missing usages in buffers used as a source of data copy.
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2016-09-21 19:36:22 +02:00 |
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