bjorn
cd04060467
Use correct roughness for indirect specular lighting;
2022-09-23 23:58:47 -07:00
bjorn
d905b649a4
Lighting helper fixes;
2022-09-23 23:44:31 -07:00
bjorn
ef407fd564
Add var shader helper;
...
Now you can write var(0) instead of layout(set = 2, binding = 0).
The advantage is less typing and resilience in the event that the
default set changes.
The disadvantage is that now you can't use var.
2022-09-22 20:44:06 -07:00
bjorn
8697466009
Shader flag adjustments;
...
- glowTexture is on by default, but still requires the glow flag.
- occlusionTexture is named ambientOcclusion, and is on by default,
but is still not used by any builtin shaders/helpers.
2022-09-02 15:33:18 -07:00
bjorn
0b0faf6dc6
DefaultColor respects flag_colorTexture;
2022-09-02 15:07:45 -07:00
bjorn
085550da33
Tonemapping, I guess;
2022-08-26 10:34:32 -07:00
bjorn
ad7c854571
Add evaluateSphericalHarmonics helper;
2022-08-26 10:28:43 -07:00
bjorn
70aff00a11
Rename shader flags; Add color flags;
2022-08-26 10:28:23 -07:00
bjorn
5a2fe54c04
Improve Pass:fill;
...
It can now fill an array texture to a multiview pass, copying to
the corresponding layers.
2022-08-26 09:57:51 -07:00
bjorn
ede1036694
Temporary Passes;
...
Sigh, back to getPass. I don't even know at this point. Basically now
that we came up with a half-solution for temp buffers, it makes sense to
apply this to passes as well, since we aren't going with the workstream
idea and temp passes are more convenient than retained passes.
2022-08-25 21:57:15 -07:00
bjorn
51312f4704
Add attachmentCount/defaultPointSize specialization constants;
2022-08-14 09:43:00 -07:00
bjorn
f894c87723
Clamp roughness to .05;
2022-08-13 00:26:18 -07:00
bjorn
13f40a05c3
Update getPixel syntax for array textures;
...
vec3 is just kinda weird.
2022-08-13 00:00:00 -07:00
bjorn
507c02bfb1
Invert surface normal when backfacing;
2022-08-12 23:30:39 -07:00
bjorn
f6a1fbdfb9
Add new 'Constants' helper;
2022-08-12 22:44:18 -07:00
bjorn
b51d4e7de7
Normal mapping;
2022-08-12 17:59:06 -07:00
bjorn
7e5221492d
rm pointSize from Material;
...
It's weird, and about as inconvenient as just putting it in the shader.
2022-08-09 19:54:54 -07:00
bjorn
0a599ccdd6
Rename PixelColors to PixelColor;
2022-08-09 19:51:53 -07:00
bjorn
63a327c0b2
Add getLighting builtin function to shaders;
2022-08-09 19:49:47 -07:00
bjorn
7efd19c45c
Add uniform buffer for global constants;
...
So far it has resolution and timestamp.
Broke the nogame shader, need to recompile.
2022-08-06 13:37:27 -07:00
bjorn
642388709b
Shader helper improvements;
2022-08-06 13:06:42 -07:00
bjorn
6de50a83c4
Shader changes;
2022-07-31 12:49:18 -07:00
bjorn
50f596bd34
Default shaders use lovrmain;
2022-07-31 11:18:15 -07:00
bjorn
72dd7ee0f2
Fix compute shader compilation;
2022-07-09 23:39:20 -07:00
bjorn
3bf5ec5744
Shader improvements;
...
Mostly renaming things and adding helper functions.
2022-07-06 22:54:56 -07:00
bjorn
b934fac1df
Pass:skybox;
2022-07-04 00:18:38 -07:00
bjorn
0d23d10e43
Animate normals; Use material color;
2022-07-03 19:20:30 -07:00
bjorn
3df9aea3fd
Add Font shader;
2022-06-20 18:17:37 -07:00
bjorn
86b2c934e8
Materials, mostly;
2022-06-16 23:49:09 -07:00
bjorn
7de6bdf242
Shaders; Rework vertex formats;
2022-06-15 20:46:43 -07:00