Phil Schumann, Berlin
 Software Developer

30 Mar 2015 Showcasing my 2013-2014 work on high-performance, photo-realistic-lighting (so ignore the silly models I used here) GPU shader programs for mobile

Shader coding

Showcasing my 2013-2014 work on high-performance, photo-realistic-lighting (so ignore the silly models I used here) GPU shader programs for mobile

Shader coding 1/22Physically-based lighting
Shader coding 2/22Physically-based lighting
Shader coding 3/22Physically-based lighting
Shader coding 4/22screen-space water (no polygons = infinitely smooth detail at all scales)
Shader coding 5/22screen-space water (no polygons = smooth transition from no-water to full-water)
Shader coding 6/22Screen-space terrain shader (no polygons = infinitely smooth detail at all scales; and no terrain size restrictions)
Shader coding 7/22Physically-based lighting
Shader coding 8/22Physically-based lighting
Shader coding 9/22Physically-based lighting
Shader coding 10/22Physically-based lighting
Shader coding 11/22Physically-based lighting + screen-space water
Shader coding 12/22Physically-based lighting + screen-space water
Shader coding 13/22Physically-based lighting
Shader coding 14/22Physically-based lighting
Shader coding 15/22Physically-based lighting
Shader coding 16/22Physically-based lighting
Shader coding 17/22Physically-based lighting
Shader coding 18/22Physically-based lighting
Shader coding 19/22Physically-based lighting
Shader coding 20/22Physically-based lighting
Shader coding 21/22Physically-based lighting + screen-space water
Shader coding 22/22Physically-based lighting + color grading
 
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Cogent
Whereas some declarative programmers only pay lip service to equational reasoning, users of functional languages exploit it every time they run a compiler, whether they notice it or not.
Philip Wadler
Sourcery
Working with since • 1998 » BasicPascal1999 » HTMLASP2000 » SQLCSSJSVB2001 » JavaPHP2002 » C#ASP.NET2003 » XSLT / XPath2004 » Prolog2006 » SharePoint2008 » F# • Python • Lisp2011 » Go • WebGL • Node.js • CoffeeScript • 2012 » OpenGLGLSL2015 » Haskell2016 » TypeScriptElm2017 » PureScriptVue.js
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