Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Add missing skybox shader files. | David Thompson | 2021-09-21 | 2 | -0/+53 |
| | | | | Oopsies! | ||||
* | graphics: path: Move gradient matrix multiplication to vertex shader. | David Thompson | 2021-09-08 | 2 | -6/+5 |
| | | | | *Much* cheaper to do this per-vertex than per-fragment. | ||||
* | graphics: path: Add support for linear/radial gradient fills. | David Thompson | 2021-09-08 | 2 | -2/+35 |
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* | graphics: path: Separate fill/stroke into different shaders. | David Thompson | 2021-08-27 | 5 | -104/+122 |
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* | graphics: Add basic image based ambient lighting. | David Thompson | 2021-08-16 | 2 | -8/+17 |
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* | graphics: pbr: Move attributes around to support auto-generated meshes. | David Thompson | 2021-08-12 | 1 | -5/+5 |
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* | graphics: Always use normal/ambient/etc. maps. | David Thompson | 2021-08-12 | 2 | -94/+48 |
| | | | | | If models don't specify their own textures, use noop textures as appropriate. | ||||
* | graphics: Refactor model/phong/pbr modules to use new mesh module. | David Thompson | 2021-08-12 | 2 | -27/+22 |
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* | graphics: pbr: Normalize the interpolated normal vector in fragment shader. | David Thompson | 2021-08-08 | 1 | -1/+1 |
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* | graphics: phong: Use Blinn-Phong method for specular highlights. | David Thompson | 2021-08-08 | 1 | -1/+2 |
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* | graphics: phong: Improve lighting. | David Thompson | 2021-08-06 | 2 | -11/+22 |
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* | graphics: phong: Respect the user defined lights passed to draw-model. | David Thompson | 2021-05-14 | 2 | -42/+138 |
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* | graphics: pbr: Add placeholder inputs/outputs to shaders. | David Thompson | 2021-05-14 | 2 | -3/+16 |
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* | graphics: pbr: Fix missing semicolon in fragment shader. | David Thompson | 2021-05-14 | 1 | -1/+1 |
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* | graphics: pbr: Improve fragment shader. | David Thompson | 2021-05-14 | 1 | -54/+115 |
| | | | | Properly process normal maps, among other small changes. | ||||
* | graphics: pbr: Partially rewrite fragment shader. | David Thompson | 2021-05-13 | 1 | -93/+147 |
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* | graphics: model: Add support for dynamic lights in PBR models. | David Thompson | 2021-05-12 | 2 | -62/+85 |
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* | graphics: model: Add really rough sketch of PBR lighting model. | David Thompson | 2021-05-11 | 2 | -30/+204 |
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* | graphics: pbr: Add comments to fragment shader. | David Thompson | 2021-05-10 | 1 | -3/+3 |
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* | graphics: pbr: Shade blue when there is no vertex color or base color. | David Thompson | 2021-05-10 | 1 | -1/+1 |
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* | graphics: model: Add basic alpha mode support for glTF models. | David Thompson | 2021-05-08 | 1 | -0/+22 |
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* | model: Improve PBR material handling for glTF models. | David Thompson | 2021-05-07 | 1 | -15/+58 |
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* | graphics: phong: Extract shader code to separate files. | David Thompson | 2021-05-07 | 2 | -0/+123 |
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* | graphics: pbr: Extract shader code to separate files. | David Thompson | 2021-05-07 | 2 | -0/+81 |
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* | graphics: path: Fix bad syntax in fragment shader in GLSL 1.2. | David Thompson | 2020-11-19 | 1 | -2/+2 |
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* | render: Add vector path rendering module. | David Thompson | 2020-11-18 | 2 | -0/+137 |
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* | render: Restructure 3D modules and add basic support for OBJ models. | David Thompson | 2019-10-24 | 2 | -21/+0 |
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* | render: scene: Apply base color texture and factor. | David Thompson | 2018-09-07 | 2 | -1/+9 |
| | | | | | | | | | * chickadee/render/scene.scm (draw-primitive): Set base color texture and send base color factor as uniform to shader. * data/shaders/pbr/pbr-vert.glsl (texcoord_0): New input attribute. (frag_tex): New output attribute. * data/shaders/pbr/pbr-frag.glsl (frag_tex): New input attribute. (base_color_factor, base_color_texture): New uniforms. | ||||
* | data: shaders: Update WIP PBR shaders. | David Thompson | 2018-09-06 | 2 | -5/+4 |
| | | | | | They don't *anything* related to PBR, but they allow me to test glTF asset loading as I work towards full PBR support. | ||||
* | Add beginnings of glTF parser and loader. | David Thompson | 2017-09-13 | 2 | -0/+14 |
* chickadee/render/asset.scm: New file. * chickadee/render/scene.scm: New file. * data/shaders/pbr/pbr-frag.glsl: New file. * data/shaders/pbr/pbr-vert.glsl: New file. |