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* Fix misc. typosluz paz2021-03-184-11/+11
| | | Found via `codespell -q 3`
* GLTF PBR Renderer: updated alpha mode shader paramterassiduous2021-01-132-2/+16
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* GLTF PBR Renderer: fixed shader to support cached models that don't have ↵assiduous2020-12-151-17/+27
| | | | certain texture maps (AO, emissive, etc.)
* Reworked joints buffer to be dynamic constant bufferassiduous2020-12-031-8/+11
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* GLTF PBR renderer: moved joint transforms into a separate bufferassiduous2020-12-032-9/+10
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* GLTF PBR Renderer: switched to using texture arraysassiduous2020-12-032-20/+25
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* GLTF PBR renderer: updated material shader attribs handlingassiduous2020-12-021-2/+7
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* GLTFResourceManager: made allocations ref-counted objectsassiduous2020-12-021-2/+2
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* GLTF PBR Renderer: added option to use texture atlasassiduous2020-11-302-4/+45
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* Fixed a couple of minor shader warningsassiduous2020-09-152-2/+3
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* Light scattering FX: updated Ozone absorption coefficientsassiduous2020-08-271-1/+1
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* Light scattering FX: added custom Ozone absorption coefficientassiduous2020-08-261-0/+2
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* Epipolar scattering FX: added Ozone approximation that fixes yellow-green skyassiduous2020-08-261-2/+3
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* Minor update to FullScreenTriangleVS to allow non-separable programs in GLassiduous2020-08-201-7/+4
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* GLTF PBR Renderer: merged mterial info and render params constant buffersassiduous2020-06-281-7/+2
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* Fixed issue with shadow cascades blendingassiduous2020-06-231-5/+22
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* Light scattering FX: fixed bug with extinction not taking into account ↵assiduous2020-06-141-12/+37
| | | | intersection with the Earth
* Untabified GLTF PBR shadersassiduous2020-06-144-44/+44
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* Renamed confusing DepthToNormalizedDeviceZ to CameraZToNormalizedDeviceZassiduous2020-05-242-5/+5
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* Reworked GLTF_PBR_GetSurfaceReflectance shader function to not take ↵assiduous2020-05-232-18/+32
| | | | GLTFMaterialShaderInfo struct as input
* Changed TARGET_API_VULKAN shader define to more concise VULKANassiduous2020-05-222-2/+2
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* Updated shadow filtering functions to explicitly take gradientsassiduous2020-05-171-6/+4
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* GLTF PBR renderer: added options to use AO and Emissive textures in the ↵assiduous2020-05-171-5/+21
| | | | shader; updated vertex layout
* GLTF PBR renderer: fixed issue with perturbed normal computation for ↵assiduous2020-05-172-9/+21
| | | | alpha-cut materials
* Renamed uiMaxSamplesOnTheRayAtDepthBreak to better ↵assiduous2020-05-161-4/+4
| | | | uiNumSamplesOnTheRayAtDepthBreak
* Scattering FX: enabled control of the number of ray marching samples at ↵assiduous2020-05-161-6/+9
| | | | depth breaks
* Added EpipolarLightSatteringFunctions.fxh shader include fileassiduous2020-05-061-0/+34
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* Scattering FX: updated Earth radiusassiduous2020-05-051-1/+2
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* Scattering FX: improved sampling for scattering integralsassiduous2020-05-053-36/+64
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* Updated atm scattering fx to allow negative altitudesassiduous2020-05-0412-139/+221
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* Updated ShaderUtilities.fxh: added TransformTangentSpaceNormal functionassiduous2020-03-292-9/+42
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* GLTF PBR renderer: fixed back-face normal computationassiduous2020-03-282-9/+5
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* GLTF PBR Renderer: enabled two-sided material supportassiduous2020-03-281-6/+9
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* GLTF PBR Renderer: fixed perf problem on Vulkanassiduous2020-03-182-30/+20
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* GLTF PBR Renderer: few hsader updatesassiduous2020-03-182-8/+5
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* GLTF PBR Renderer: moved shading functions to GLTF_PBR_Shading.fxhassiduous2020-03-184-293/+263
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* GLTF PBR Renderer: separated vertex processing functions in ↵assiduous2020-03-182-36/+76
| | | | GLTF_PBR_VertexProcessing.fxh
* GLTF_PBR_Renderer: added option to use custom render callbackassiduous2020-03-184-9/+87
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* GLTF renderer: minor shader fix to allow non-separable programs in GLEgor Yusov2019-10-111-1/+1
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* Fixed a number of vexing gles issuesEgor2019-10-031-5/+5
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* Few minor updatesEgor Yusov2019-09-291-1/+1
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* Updated Shadow map manager & added readmeEgor Yusov2019-07-241-3/+3
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* Shadows.fxh: using SampleCmpLevelZero in HLSL and SampleCmp in GLSLEgor Yusov2019-07-231-3/+17
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* Shadows: made slope-scaled bias clamp cascade scale-independent plus some ↵Egor Yusov2019-07-221-20/+32
| | | | cosmetic changes
* Shadows: reworked varying-size PCF filterEgor Yusov2019-07-222-22/+69
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* Shadows: implemented world-size filtering of VSM/EVSMEgor Yusov2019-07-191-11/+31
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* Shadows: added PCF with world-size filterEgor Yusov2019-07-192-8/+42
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* Added EVSM shadowsEgor Yusov2019-07-183-24/+89
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* Implemented VSM filteringEgor Yusov2019-07-182-9/+21
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* Few more improvements to shadow shadersEgor Yusov2019-07-181-36/+44
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