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path: root/glass.frag
AgeCommit message (Expand)AuthorFilesLines
2010-07-13Replace a divide by sqrt with multiply by invsersesqrt.Eric Anholt1-2/+2
2010-07-02Require GLSL 1.20 in the shaders.Eric Anholt1-0/+2
2009-08-11Move a bunch of division for the ward calc out to uniforms.Eric Anholt1-8/+4
2009-08-10Disable the conditional brdf calc as a hack.Eric Anholt1-0/+6
2009-08-07Shuffle BRDF code around to allow avoiding computation in shadowed case.Eric Anholt1-50/+64
2009-08-07Clean up n_dot_l and n_dot_v < 0 clamping.Eric Anholt1-4/+1
2009-08-07Drop old brdf options from previous experimentationEric Anholt1-23/+0
2009-08-01Don't include shadow in ambient calculations.Eric Anholt1-2/+2
2009-08-01Add acne-ridden shadowing to rings.Eric Anholt1-2/+5
2009-06-17Stop rendering all those times and just use ward.Eric Anholt1-118/+54
2009-06-10Do each shader model a few times with different params.Eric Anholt1-6/+34
2009-05-07Add a Ward anisotropic model.Eric Anholt1-11/+50
2009-05-07Pass tangent information down to the fragment shader.Eric Anholt1-0/+2
2009-04-29Move Fresnel to its own function as well.Eric Anholt1-10/+15
2009-04-29Make the fresnel approx a function.Eric Anholt1-7/+7
2009-04-29Tweak the normal map towards surface normal, because it's too strong.Eric Anholt1-0/+4
2009-04-29Actually produce unit normals, fixing nasty n . v < 0 on the left side.Eric Anholt1-1/+1
2009-04-29Use the original heightmap for the normal map to do ambient occlusion.Eric Anholt1-1/+7
2009-04-29Comment the F calc.Eric Anholt1-0/+2
2009-04-29Reduce m, giving a prettier specular.Eric Anholt1-1/+1
2009-04-29Fix the Beckmann distro function.Eric Anholt1-3/+5
2009-04-29Err, ambient applies even for n_dot_l < 0.Eric Anholt1-2/+3
2009-04-29Fix lighting to clamp n_dot_l < light to 0 at the end.Eric Anholt1-5/+8
2009-04-29Give it a diffuse term because we're giving up on stupid metals.Eric Anholt1-1/+1
2009-04-29Add a mode that's just the fresnel term mixing diffuse versus specular.Eric Anholt1-0/+8
2009-04-29Fix up the debug constant display.Eric Anholt1-4/+3
2009-04-29Use the Schlick F approximation, and fix the post-integration Rs factor.Eric Anholt1-1/+7
2009-04-29Fix F calculation (a squared denominator term ended up being identity)Eric Anholt1-3/+5
2009-04-29Clamp Rs to 0 when n_dot_v goes negative as well.Eric Anholt1-0/+1
2009-04-29Start moving some BRDF constants to uniforms.Eric Anholt1-2/+1
2009-04-29Fix some more negative value clamping problems.Eric Anholt1-4/+12
2009-04-29Bring the light a little more into the plane of the ring.Eric Anholt1-4/+3
2009-04-29Draw both phong and cook/torrance modes.Eric Anholt1-36/+38
2009-04-29Add disabled cook/torrance brdf.Eric Anholt1-4/+42
2009-04-29Choose diffuse copper color from xmag on a photo of copper.Eric Anholt1-1/+1
2009-04-22Move to surface space and sample the normal map.Eric Anholt1-7/+6
2009-04-22Move light direction uniform from modelview space to eye space.Eric Anholt1-2/+2
2009-04-22Add texcoord generation and test texture sampling.Eric Anholt1-0/+6
2009-04-15Move the shaders to files.Eric Anholt1-0/+23