Christoph Oelckers
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ce50b0e46b
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- read sampler bindings from the shader instead of tagging along a large amount of support data.
Works for most shaders, except SSAO.
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2018-06-13 17:44:49 +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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6fcc79d72a
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- uniform buffers for the tonemap shaders
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2018-06-11 21:18:20 +02:00 |
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Magnus Norddahl
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f7b6b1433c
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Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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2016-09-22 09:13:32 +02:00 |
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