Magnus Norddahl
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36946a47fe
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- fix diagonal linear shadow map artifact
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2018-10-04 00:46:17 +02:00 |
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Christoph Oelckers
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ad7aaa8f2a
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- specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
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2018-06-12 23:52:33 +02:00 |
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Magnus Norddahl
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48f753061a
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- uniform buffers for the present and shadowmap shaders
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2018-06-11 21:42:09 +02:00 |
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Magnus Norddahl
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7acb492852
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- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
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2017-06-04 00:44:49 +02:00 |
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Magnus Norddahl
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265df4b797
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- Change shadowmap resolution from 1024 to 128
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2017-06-03 21:19:34 +02:00 |
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Magnus Norddahl
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6df3b3fbca
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Changed the light collision structure uploaded to the GPU to be a binary tree using AABBs for the nodes instead of a BSP plane
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2017-03-07 15:58:22 +01:00 |
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Magnus Norddahl
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8515f9720a
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1D shadow maps are now working
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2017-03-04 09:14:01 +01:00 |
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Magnus Norddahl
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538d516c9a
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Upload shadow map index for each light to main.fp
Move storage buffer binding location
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2017-03-02 18:07:47 +01:00 |
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Magnus Norddahl
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d450deee76
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Generate shadow map for lights
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2017-03-02 16:19:07 +01:00 |
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Magnus Norddahl
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62c285f7b3
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Create a shadowmap texture and upload light list
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2017-03-02 16:19:06 +01:00 |
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Magnus Norddahl
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7a4b01471d
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Add class updating and managing the shadow map texture
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2017-03-02 16:19:06 +01:00 |
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Magnus Norddahl
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6363c6cf58
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Add a shadowmap shader
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2017-03-02 16:19:06 +01:00 |
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