Commit graph

161 commits

Author SHA1 Message Date
saschawillems
405c76737c Use new sample building scene for subpass example, added transparent texture 2017-01-14 16:06:44 +01:00
saschawillems
81885abeb6 Pass depth test for forward transparent geometry for texel without depth from deferred pass [skip ci] 2017-01-12 20:02:55 +01:00
saschawillems
b57f74012f Added transparent forward pass as third subpass, demonstrate preserve attachment 2017-01-11 21:25:53 +01:00
saschawillems
96ffb2bac3 Corrected shader file names for instancing examples 2017-01-09 20:24:16 +01:00
saschawillems
bb9310b94a Added starfield backdrop to instancing example 2017-01-08 12:27:03 +01:00
saschawillems
094ed4bccf Revised instancing example 2017-01-08 11:13:21 +01:00
saschawillems
3acaa6b4a2 Replaced model for specialization constants example 2017-01-07 20:50:16 +01:00
saschawillems
e573a4c244 Use createBuffer function from Vulkan device class 2017-01-07 20:46:28 +01:00
saschawillems
927660680d Updated bloom example shaders 2017-01-07 20:45:17 +01:00
saschawillems
00b5ea453f Code cleanup, additional specialization constant as parameter for one lighting path 2017-01-01 15:41:23 +01:00
saschawillems
34ca943ac5 Started work on specialization constants example 2016-12-26 19:08:03 +01:00
saschawillems
04fdd16076 Enable device features, validation fixes 2016-12-25 12:51:46 +01:00
saschawillems
2e5af6a9fb Replaced vkTools::UniformData with newer vk::Buffer for uniform buffers, some renaming, small fixes and corrections 2016-12-24 12:48:01 +01:00
saschawillems
6985eab017 Added dynamic uniform buffer example 2016-12-22 20:16:44 +01:00
saschawillems
ef26748142 Updated particle fire shaders (Fixes #259) 2016-12-19 20:21:44 +01:00
saschawillems
deed78921c Added screenshot taking example 2016-12-17 00:13:55 +01:00
saschawillems
401369f716 Removed function to get enabled features, features can be set directly in derived constructor due to new explicit Vulkan initialization 2016-12-14 21:38:45 +01:00
saschawillems
ca27585ee6 Enabled required features for displacement example, recompiled tessellation shaders with recent glslang compiler 2016-12-14 20:49:30 +01:00
saschawillems
a6a6702bd2 Enabled required features for tessellation example, recompiled tessellation shaders with recent glslang compiler 2016-12-14 20:35:03 +01:00
saschawillems
a872fafe4e Enabled required features for terrain tessellation example, recompiled tessellation shaders with recent glslang compiler 2016-12-14 20:32:46 +01:00
saschawillems
a376f2d695 Clamp particle size (Fixes #256) 2016-12-10 12:04:41 +01:00
saschawillems
8a22dd4c68 Changed global and local compute work group sizes (Fixes #251) 2016-11-29 20:45:38 +01:00
saschawillems
8db5b0868f Scale point size to match camera distance, base point size on particle mass 2016-11-26 14:43:24 +01:00
saschawillems
2674c7c404 Added compute shader n-body particle simulation demonstrating the use of shared compute shader memory 2016-11-26 13:52:22 +01:00
saschawillems
3983cbd732 Set SSAO shader constants via specialization 2016-11-01 15:39:54 +01:00
saschawillems
1713a968d4 Removed unused vertex shader input location 2016-11-01 13:45:46 +01:00
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