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 1/22 — Physically-based lighting
Shader coding 2/22 — Physically-based lighting
Shader coding 3/22 — Physically-based lighting
Shader coding 4/22 — screen-space water (no polygons = infinitely smooth detail at all scales)
Shader coding 5/22 — screen-space water (no polygons = smooth transition from no-water to full-water)
Shader coding 6/22 — Screen-space terrain shader (no polygons = infinitely smooth detail at all scales; and no terrain size restrictions)
Shader coding 7/22 — Physically-based lighting
Shader coding 8/22 — Physically-based lighting
Shader coding 9/22 — Physically-based lighting
Shader coding 10/22 — Physically-based lighting
Shader coding 11/22 — Physically-based lighting + screen-space water
Shader coding 12/22 — Physically-based lighting + screen-space water
Shader coding 13/22 — Physically-based lighting
Shader coding 14/22 — Physically-based lighting
Shader coding 15/22 — Physically-based lighting
Shader coding 16/22 — Physically-based lighting
Shader coding 17/22 — Physically-based lighting
Shader coding 18/22 — Physically-based lighting
Shader coding 19/22 — Physically-based lighting
Shader coding 20/22 — Physically-based lighting
Shader coding 21/22 — Physically-based lighting + screen-space water
Shader coding 22/22 — Physically-based lighting + color grading
…Scroll to:
Cogent
The last thing one discovers in composing a work is what to put first.