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* graphics: path: Move gradient matrix multiplication to vertex shader.David Thompson2021-09-082-6/+5
| | | | *Much* cheaper to do this per-vertex than per-fragment.
* graphics: path: Add support for linear/radial gradient fills.David Thompson2021-09-082-2/+35
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* graphics: path: Separate fill/stroke into different shaders.David Thompson2021-08-275-104/+122
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* graphics: Add basic image based ambient lighting.David Thompson2021-08-162-8/+17
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* graphics: pbr: Move attributes around to support auto-generated meshes.David Thompson2021-08-121-5/+5
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* graphics: Always use normal/ambient/etc. maps.David Thompson2021-08-122-94/+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 Thompson2021-08-122-27/+22
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* graphics: pbr: Normalize the interpolated normal vector in fragment shader.David Thompson2021-08-081-1/+1
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* graphics: phong: Use Blinn-Phong method for specular highlights.David Thompson2021-08-081-1/+2
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* graphics: phong: Improve lighting.David Thompson2021-08-062-11/+22
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* graphics: phong: Respect the user defined lights passed to draw-model.David Thompson2021-05-142-42/+138
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* graphics: pbr: Add placeholder inputs/outputs to shaders.David Thompson2021-05-142-3/+16
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* graphics: pbr: Fix missing semicolon in fragment shader.David Thompson2021-05-141-1/+1
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* graphics: pbr: Improve fragment shader.David Thompson2021-05-141-54/+115
| | | | Properly process normal maps, among other small changes.
* graphics: pbr: Partially rewrite fragment shader.David Thompson2021-05-131-93/+147
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* graphics: model: Add support for dynamic lights in PBR models.David Thompson2021-05-122-62/+85
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* graphics: model: Add really rough sketch of PBR lighting model.David Thompson2021-05-112-30/+204
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* graphics: pbr: Add comments to fragment shader.David Thompson2021-05-101-3/+3
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* graphics: pbr: Shade blue when there is no vertex color or base color.David Thompson2021-05-101-1/+1
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* graphics: model: Add basic alpha mode support for glTF models.David Thompson2021-05-081-0/+22
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* model: Improve PBR material handling for glTF models.David Thompson2021-05-071-15/+58
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* graphics: phong: Extract shader code to separate files.David Thompson2021-05-072-0/+123
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* graphics: pbr: Extract shader code to separate files.David Thompson2021-05-072-0/+81
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* graphics: path: Fix bad syntax in fragment shader in GLSL 1.2.David Thompson2020-11-191-2/+2
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* render: Add vector path rendering module.David Thompson2020-11-182-0/+137
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* render: Restructure 3D modules and add basic support for OBJ models.David Thompson2019-10-242-21/+0
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* render: scene: Apply base color texture and factor.David Thompson2018-09-072-1/+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 Thompson2018-09-062-5/+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 Thompson2017-09-132-0/+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.