Commit graph

35 commits

Author SHA1 Message Date
2d0ce913f9 Add some constant density to fog, remove blend for first steps 2025-01-11 18:54:03 +02:00
5497e8d6ce Add march from fog to light for occlusion 2025-01-11 18:54:03 +02:00
f4a7253922 Use sampled fog position for lighting instead of volume surface 2025-01-11 18:54:03 +02:00
17fd7a5ec4 Refactor shadowmap sampling in shaders 2025-01-11 18:54:03 +02:00
90ba17a9a9 Include marched fog depth in light falloff 2025-01-11 18:54:03 +02:00
31c86644a7 Tweak fog params 2025-01-11 18:54:03 +02:00
496eabcb27 Tweak fog params 2025-01-11 18:54:03 +02:00
c0f41045da Fix fog scene depth comparison 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
7b752703ea Tweak fog light falloff & density 2025-01-11 18:54:03 +02:00
1c0b9aa63f Basic fog lighting, refactoring 2025-01-11 18:54:03 +02:00
5a8dec8d02 WIP: don't draw fog past scene depth 2025-01-11 18:54:03 +02:00
9acbec9a6a Add raymarched fog 2025-01-11 18:54:03 +02:00
ca9ed36c37 Add placeholder fog volume 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
091bdcaa98 Fix wasm crashing on startup 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
010e4dedeb Pass light matrix as separate uniform, fix matrices 2025-01-11 18:54:02 +02:00
2676b841fe Update to wgpu 0.15.1 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
450fc7a518 Use cube for light debug mesh instead of entirety of Sponza... 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
8947398ad0 use rust-embed for assets 2023-01-27 21:45:49 +02:00