Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Project 6 submission - Jiatong He #14

Open
wants to merge 17 commits into
base: master
Choose a base branch
from

Conversation

JivingTechnostic
Copy link

No description provided.

JivingTechnostic and others added 17 commits November 10, 2014 18:11
Deleted all the duplicate shaders
Screen-space ambient occlusion is currently in progress.
-Added simple planar AO (grid sampling along the tangent plane rather
than a sphere/hemisphere.)
-Moved AO and Borders to diffuse.frag to reduce overhead of post.frag
(no longer needs access to some textures).
-Added stats.js.
-Changed default color.
-Added a depth value intended for DoF
-Moved outline to post for now, until I figure out a way to integrate
the plane equation into it (like with AO)
-Fixed outline to work with the Sponza map.

TODO: Add controls
Optimized the g-buffer into 2 textures instead of 4.
- Color is assumed to be rgb only.
- Normal.x and .y are split into postion.w and color.a, respectively,
and then reconstructed in the diffuse shader.
- Depth is calculated directly from position.z.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant