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* zebra: pull in phacelle noiseHEADmasteryum2026-04-13
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* add 2d voronoi noiseyum2026-04-12
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* aperiodic: delete dead codeyum2026-04-12
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* Improve naming in voronoi functionyum2026-04-12
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* aperiodic: apply normal filtering to smoothnessyum2026-04-12
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* aperiodic: optimize analytic aayum2026-04-11
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* aperiodic: clanker analytic aayum2026-04-11
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* aperiodic: improve aayum2026-04-11
| | | | | | Calculate colors after accumulating raw data and use standard fwidth trick to anti-alias edges. The cells themselves are not yet anti aliased.
* aperiodic: let user specify colors, add normalsyum2026-04-10
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* aperiodic: finish near verbatim portyum2026-04-10
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* begin work on aperiodic tilingsyum2026-04-10
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* Add uv channel to glitteryum2026-04-10
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* bugfix: c31 would break build when disabledyum2026-04-10
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* add matcap albedo clamp toggleyum2026-04-10
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* check in quilez.cgincyum2026-04-10
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* add rotation to c31 hexagonsyum2026-04-08
| | | | needs some cleanup but it's pretty efficient, at least
* c31: continue work on hex ray marcheryum2026-04-06
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* c31: Start sketching tangent space raymarcheryum2026-04-05
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* Cloth bugfixes; burley tiling scaling fixyum2026-04-05
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* Add glitter mask & glitter base roughness overrideyum2026-04-01
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* Oops, add triplanar.cgincyum2026-04-01
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* Glitter: tweak hash; looks less artifacty in gameyum2026-03-31
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* Parameterize glitter angular neighbors visited & filter sizeyum2026-03-31
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* ssfd bugfixesyum2026-03-31
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* Make gaussanize sigma match burley paperyum2026-03-31
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* Begin work on triplanar projection featureyum2026-03-31
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* Put maintex burley tiling into optional branch; add optional rotation featureyum2026-03-31
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* Parallax heightmapping bugfixyum2026-03-30
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* Add burley tiling AO; make LUTS gradient editableyum2026-03-30
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* Add heightmaps to burley tilingyum2026-03-30
| | | | | Also add --homo flag to gaussianize. This "homogenizes" the input by removing low frequency energy from the DFT of the image luma.
* Add tangent space normal debug view; rename gaussianize.pyyum2026-03-30
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* Glitter: hacks for 1 neighbor samplingyum2026-03-30
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* Glitter: hacks for 1 neighbor samplingyum2026-03-30
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* Glitter: add spatial energy compensationyum2026-03-30
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* Glitter: hardcode n=1 neighborsyum2026-03-30
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* asdfyum2026-03-30
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* Glitter: parameterize neighbor loop iterationsyum2026-03-30
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* Glitter: move back to dominant direction for IBLyum2026-03-30
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* Glitter: formattingyum2026-03-30
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* Glitter: use micro normal for IBLyum2026-03-30
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* Refactor & credit glitteryum2026-03-29
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* Reframe glitter as a standalone lobe in the brdfyum2026-03-29
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* Roughly integrate glitter into brdfyum2026-03-29
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* Continue work on glitteryum2026-03-29
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* Fix burley normal decodingyum2026-03-28
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* Add more channels to burley tilingyum2026-03-28
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* Finish implementing burley per-channel histogram preserving blending operatoryum2026-03-28
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* Begin work on Burley's per-pixel histogram preserving blendingyum2026-03-28
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* Add garamond msdf lutyum2026-03-26
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* Put ssfd shadow effect behind static branchyum2026-03-26
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