Commit message (Collapse) | Author | Age | |
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* | Offset shaded position to reduce chance of self-shadowing | Dan Goodliffe | 2024-08-18 |
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* | Adjust light view projection matrix upfront | Dan Goodliffe | 2024-01-30 |
| | | | | Saves doing it per pixel, per region later | ||
* | Remove the complications from previously storing several shadow maps in the ↵ | Dan Goodliffe | 2024-01-30 |
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* | Geometry shader for single pass shadow maps | Dan Goodliffe | 2024-01-28 |
| | | | | | | | 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 space | Dan Goodliffe | 2023-12-17 |
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* | Use 32bit integer texture for position render data | Dan Goodliffe | 2023-12-17 |
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* | Generate 4 bands of shadow maps | Dan Goodliffe | 2022-12-28 |
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* | Initial support for multiple shadow maps in the same texture | Dan Goodliffe | 2022-12-28 |
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* | Tidy up | Dan Goodliffe | 2022-12-06 |
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* | Do not unilluminate the back of objects | Dan Goodliffe | 2022-12-04 |
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* | Generate and use a shadow map | Dan Goodliffe | 2022-12-04 |
| | | | | | 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 scene | Dan Goodliffe | 2022-11-23 |