Commit graph

23 commits

Author SHA1 Message Date
4203391783 Better ambient light estimation 2025-01-11 18:54:03 +02:00
89c9b1e569 Cleaning up pbr shader 2025-01-11 18:54:03 +02:00
f9798743b8 Pass roughness & metalness factors to shader 2025-01-11 18:54:03 +02:00
8b99a617f4 Clean up constants in shaders 2025-01-11 18:54:03 +02:00
17fd7a5ec4 Refactor shadowmap sampling in shaders 2025-01-11 18:54:03 +02:00
3676f8fef5 Fix geometry depth binding not updating after resize, refactoring 2025-01-11 18:54:03 +02:00
1c0b9aa63f Basic fog lighting, refactoring 2025-01-11 18:54:03 +02:00
057240acc1 improve PCF 2025-01-11 18:54:03 +02:00
ccaf9261cc Disable shadowmapping on WebGL 2025-01-11 18:54:02 +02:00
2616b2f5c9 Use textureSampleCompare instead of textureSampleCompareLevel 2025-01-11 18:54:02 +02:00
cd0a1cbd13 Fix flickering shadows 2025-01-11 18:54:02 +02:00
61e95cb550 Add soft shadows 2025-01-11 18:54:02 +02:00
6c9fd76c42 cleanup 2025-01-11 18:54:02 +02:00
5afa12a236 Fix shadowmap sampling outside of frustum 2025-01-11 18:54:02 +02:00
5e0001e2e1 Get light pos directly from matrices, debugging shadowmaps 2025-01-11 18:54:02 +02:00
137d0e0c0a up ambient light 2025-01-11 18:54:02 +02:00
9598128b6a Replace binding_array with texture_depth_2d_array, avoid copying and multiple samplers 2025-01-11 18:54:02 +02:00
7c6062dced fix light position offset 2025-01-11 18:54:02 +02:00
7830d735b8 Fix depth texture saving 2025-01-11 18:54:02 +02:00
c5e32a830d WIP shadowmapping 2025-01-11 18:54:02 +02:00
ac67a3d4de WIP shadowmapping 2025-01-11 18:54:02 +02:00
7152d9d274 fix ambient light 2025-01-11 18:54:02 +02:00
b40e6887e6 rename test shader 2023-01-27 22:06:02 +02:00
Renamed from res/shaders/test.wgsl (Browse further)