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
saschawillems
04150b812e
Camera setup, terrain texture transitions
2016-06-25 21:23:12 +02:00
saschawillems
cc5ade69f1
Added fog
2016-06-25 20:40:22 +02:00
saschawillems
81bd22834e
Calculate terrain normals and enable lighting
2016-06-25 13:30:55 +02:00
saschawillems
a9de176d12
Added tessellation evaluation shader frustum culling and pipeline stats for dynamic terrain tessellation example
2016-06-23 22:01:48 +02:00
saschawillems
555a1e8f3d
Added resources for dynamic terrain tessellation example
2016-06-19 13:35:09 +02:00
saschawillems
0f66037da0
Started work on dynamic terrain tessellation example
2016-06-18 19:24:37 +02:00
saschawillems
b1b828b45f
Added resources and android build for scene rendering example
2016-06-12 17:42:35 +02:00
saschawillems
2ec1a60535
Updated displacement example
2016-06-06 14:28:13 +02:00
saschawillems
54801493aa
Refactored geometry shader example, added normal map toggle, updated shaders, etc.
2016-06-05 19:57:35 +02:00
saschawillems
e7b79bec31
LOD bias cubemap shaders
2016-06-05 11:34:18 +02:00
saschawillems
c68025a332
Added text overlay to cubemap sample, multiple objects, optimizations
2016-06-04 11:03:17 +02:00
saschawillems
598b904a60
Cleaneer descriptor set layout and pipeline naming, enabled culling, fixed validation warnings for image extents
2016-06-01 22:50:00 +02:00
saschawillems
ee8478cdec
Enabled text overlay, code cleanup, refactoring, gl_PerVertex output for shaders
2016-06-01 21:55:10 +02:00
saschawillems
886abea862
Enabled text overlay, code cleanup, refactoring, gl_PerVertex output for shaders
2016-05-31 20:07:43 +02:00
saschawillems
8ee6a9f149
Use toon shading, cleanup resources for debug marker example
2016-05-26 20:13:28 +02:00
saschawillems
aa9f2405dd
Updated pipelines demo with new scene, shaders and pipeline derivatives
2016-05-26 19:43:27 +02:00
saschawillems
9ace87aca3
Added post processing pass
2016-05-26 14:00:24 +02:00
saschawillems
9dbf252e27
Load glow scene, moved drawing to scene struct
2016-05-26 14:00:23 +02:00
saschawillems
8acda2c1d0
Added debug marker example (VK_EXT_debug_marker), work-in-progress!
2016-05-24 23:44:15 +02:00
saschawillems
dfda2d2622
Use Vulkan result check macro, code cleanup, added text overlay
2016-05-24 20:49:15 +02:00
saschawillems
faa59a2f78
Use Vulkan result check macro, code cleanup, added text overlay
2016-05-23 22:27:32 +02:00
saschawillems
2b7e887bfc
Changed descriptor type for compute shader image read, updated shaders
2016-05-23 20:11:42 +02:00
saschawillems
459dbbc5a1
Updated PN-Triangles tessellation shader demo
2016-05-21 16:01:48 +02:00
saschawillems
d3f5b81a66
Added gl_PerVertex output blocks
2016-05-18 18:55:58 +02:00
saschawillems
33915ac557
Added text overlay class to base folder
2016-05-15 13:24:48 +02:00
saschawillems
3ae4f26901
Updated compute shader particle system with point sprites and gradient coloring
2016-05-14 23:09:17 +02:00
saschawillems
fb053a5011
Added gl_PerVertex outputs
2016-05-14 21:23:09 +02:00
saschawillems
7087d7d14e
Skinned mesh stuff moved to class, added resources
2016-05-14 21:19:52 +02:00
saschawillems
cb96eaf6bd
Updated texture example using different texture and lighting (diffuse + specular)
2016-05-14 15:54:20 +02:00
saschawillems
4a124d75a3
Triangle example code cleanup, use VK_CHECK_RESULT macro instead of asserts, added more comments
2016-05-11 20:39:22 +02:00
saschawillems
b39d589c86
Added backgdrop, object and more text to text overlay example
2016-05-07 12:37:12 +02:00
saschawillems
77d72742ea
Pass references framebuffers and sizes as references to the text overlay, recreate command buffers on resize
2016-05-05 13:03:56 +02:00
saschawillems
bb0924480d
Started work on a text overlay rendering example using a separate render pass for drawing on top of the current framebuffer
2016-05-03 22:38:57 +02:00
saschawillems
272132a2a4
Corrected attribute binding format, lowered particle count for android
2016-04-21 22:02:22 +02:00
Voultapher
5d7014b221
Visual Update for computeparticles
...
Instead of using a small amount of large textured particles, use a large
amount of small monochrome particles.
Which uses a new vulkanexamplebase functionality of creating and
updating a only device visible buffer via a temporary staging buffer.
2016-04-21 11:21:48 +02:00
saschawillems
8e2115a0d4
Updated instancing example, using instanced attributes (instead of one big ubo), staging, new meshes, etc.
2016-04-17 12:30:42 +02:00