summaryrefslogtreecommitdiff
path: root/gfx/gl/shaders/directionalLight.fs
Commit message (Collapse)AuthorAge
* Offset shaded position to reduce chance of self-shadowingDan Goodliffe2024-08-18
|
* Adjust light view projection matrix upfrontDan Goodliffe2024-01-30
| | | | Saves doing it per pixel, per region later
* Remove the complications from previously storing several shadow maps in the ↵Dan Goodliffe2024-01-30
| | | | texture
* Geometry shader for single pass shadow mapsDan Goodliffe2024-01-28
| | | | | | | 2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single scene rendering. Pending massive tidy up.
* Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
|
* Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
|
* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
|
* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
|
* Tidy upDan Goodliffe2022-12-06
|
* Do not unilluminate the back of objectsDan Goodliffe2022-12-04
|
* Generate and use a shadow mapDan Goodliffe2022-12-04
| | | | | Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel.
* Separate out the illumation of the sceneDan Goodliffe2022-11-23