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