index
:
I Like Trains
main
terrain-deform-2
The I Like Trains game
Dan Goodliffe
summary
refs
log
tree
commit
diff
log msg
author
committer
range
path:
root
/
gfx
/
gl
/
shaders
Commit message (
Expand
)
Author
Age
*
Populate all layers of the stencil texture
Dan Goodliffe
2024-09-03
*
Update stencil texture to 2d array
Dan Goodliffe
2024-09-02
*
Extend depth of shadow box 10m to allow for depth offsets and clamp stencil t...
Dan Goodliffe
2024-09-01
*
Initial cut of shadow map creation with support for billboard shadows
Dan Goodliffe
2024-08-28
*
Offset shaded position to reduce chance of self-shadowing
Dan Goodliffe
2024-08-18
*
Use texture alpha in shadow stencil
Dan Goodliffe
2024-08-10
*
Initial commit of basic shadow depth map creation
Dan Goodliffe
2024-08-10
*
Fix texture usage via materials in shadows
Dan Goodliffe
2024-08-10
*
Pull material detail function into a common file
Dan Goodliffe
2024-08-10
*
Pull material lookup functions into a common file
Dan Goodliffe
2024-08-10
*
Simplify in/out in materialInterface
Dan Goodliffe
2024-08-10
*
Add shadow shader which takes into account texture transparency
Dan Goodliffe
2024-07-07
*
Custom vertex, vertex shader and fragment shader for landmass
Dan Goodliffe
2024-04-16
*
Fix water texture wrapper in light of large position values
Dan Goodliffe
2024-04-07
*
Stripped down water vertex and simplified shaders
Dan Goodliffe
2024-04-07
*
Adjust light view projection matrix upfront
Dan Goodliffe
2024-01-30
*
Remove the complications from previously storing several shadow maps in the t...
Dan Goodliffe
2024-01-30
*
Geometry shader for single pass shadow maps
Dan Goodliffe
2024-01-28
*
Fix network population of position in gBuffer
Dan Goodliffe
2024-01-23
*
Bind the network profile in as uniforms
Dan Goodliffe
2024-01-22
*
Dynamic number of segments into curve render
Dan Goodliffe
2024-01-21
*
Use symbol GL_MAX_GEOMETRY_OUTPUT_VERTICES to lookup the implementation limit...
Dan Goodliffe
2024-01-21
*
Pass curve link radius, no recalculate, its constant
Dan Goodliffe
2024-01-20
*
Implement basic network curve part shader
Dan Goodliffe
2024-01-20
*
Common code between straight/curve network geometry shaders
Dan Goodliffe
2024-01-20
*
Implement complete network straight part shader
Dan Goodliffe
2024-01-20
*
Render rail network using new shaders
Dan Goodliffe
2024-01-20
*
We only need 3x3 matrix for model rotation spec
Dan Goodliffe
2024-01-13
*
Update point light shaders for instancing
Dan Goodliffe
2024-01-13
*
Fix order or multiple to address reversed rotation
Dan Goodliffe
2024-01-12
*
Full implementation passing through light defs from vertex data
Dan Goodliffe
2024-01-11
*
Initial commit with working light instancing
Dan Goodliffe
2024-01-10
*
Simplify and 'fix' the wave cycle
Dan Goodliffe
2024-01-01
*
Run shadow mapper in camera relative space
Dan Goodliffe
2023-12-17
*
Fix output of position data to include model position
Dan Goodliffe
2023-12-17
*
Use 32bit integer texture for position render data
Dan Goodliffe
2023-12-17
*
Shader viewPoint now an integer
Dan Goodliffe
2023-12-03
*
Model positions as integers
Dan Goodliffe
2023-11-25
*
Switch to millimeters for spatial units
Dan Goodliffe
2023-11-15
*
Send position and rotation matrix to GPU separately
Dan Goodliffe
2023-11-13
*
Lookup material details once in the vertex shader
Dan Goodliffe
2023-04-27
*
Point shaders (shadows) can all share the same implementation now in a single...
Dan Goodliffe
2023-04-26
*
Point shaders can all share the same implementation now in a single place
Dan Goodliffe
2023-04-26
*
Pop and complete instanced shadow support
Dan Goodliffe
2023-04-26
*
Fix location of model matrix in vertex shader
Dan Goodliffe
2023-04-18
*
Fix up the way spotlight shader works
Dan Goodliffe
2023-04-17
*
Add the dynamicPoint shader for instancing
Dan Goodliffe
2023-04-15
*
Rename lots of shader files
Dan Goodliffe
2023-04-15
*
Handle different mapmodes in basic shader
Dan Goodliffe
2023-04-14
*
Rename clear to opaque as its 1 for solid
Dan Goodliffe
2023-04-13
[next]