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* Remove worldPos interpolatoryum2026-01-24
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* Push eyeVec into fragmentyum2026-01-20
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* Introduce f2f, general purpose shared container for fragment shaderyum2026-01-20
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* Add fur shader, and begin slimming interpolatorsyum2026-01-20
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* shadows now use pbr normal; reparameterize tesellation falloffyum2026-01-19
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* simplify tessellation heightmap direction control logicyum2025-12-03
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* fix tessellationyum2025-08-13
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* add hypotrochoid gimmickyum2025-08-13
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* fuckyum2025-08-13
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* ocean wave workyum2025-08-01
| | | | | | | - add sea foam feature, which takes horizontal displacement derivatives and calculates folding areas (with a bias) using the Tessendorf Jacobian method. - add "isInViewFrustum" method to tessellation
* buncha shityum2025-07-30
| | | | | | | | | | - overhaul gradient normals to take a (dFy/dx, dFy/dz) input, and optionally two more: (dFx/dx, dFx/dz) and (dFz/dx, dFz/z) - this is what fft water needs - put YumPbr into data.cginc - fix tessellation compiler errors - remove tessellation frustum culling, seems to have been buggy - remove not impactful brdf code
* Add "gradient xz normals" featureyum2025-07-29
| | | | | Take in the gradient of a 2D heightmap (y is up) in one or more channels, sum them up, then convert to normal.
* add 4 tessellation heightmap channelsyum2025-07-29
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* work on fog & custom30 stuffyum2025-06-20
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* tessellation passes along lightcoords nowyum2025-06-15
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* Begin work on SSAO - very buggy!yum2025-06-03
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* Begin work on `custom30` worldyum2025-06-02
| | | | Add vertex colors
* add 2 more uv channelsyum2025-04-18
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* add rough ability to nudge tessellation heightmap directionyum2025-04-11
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* Fix backface normals, fix depth writing precision issuesyum2025-04-08
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* Overhaul wrapped lightingyum2025-03-31
| | | | | | | | | | Now: * k=0 -> lambertian * k=0.5 -> half lambertian * k=1.0 -> flat All three points should be energy conserving, but I haven't done the actual analysis yet.
* Optimize tessellation code - vectorizing and frustrum cullingyum2025-03-29
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* begin audiolinking shatterwaveyum2025-03-28
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* Use 3d textures for vertex domain warpingyum2025-03-27
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* Fix how outlines work with shatterwave & tessellation heightmapyum2025-03-26
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* Finish adding tessellation; add 4 channels to shatterwaveyum2025-03-26
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* Continue work on tessellationyum2025-03-25
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* Begin sketching out tessellation featureyum2025-03-25