1.2.3
What's Changed
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Improve color mixing for SDF smooth union and subtraction operations by @bryndsey in #141
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Fixed hlsl implementation of color/palette/hue by @shadielhajj in #142
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Fixed typo bugs in hlsl versions of yiq2rgb and hsv2rgb by @shadielhajj in #143
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Port of lighting/iridescence to hlsl. by @shadielhajj in #144
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Fixed hlsl implementation of filter/bilateral. by @shadielhajj in #145
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Fixed pbrLittle indirect diffuse. by @shadielhajj in #146
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Aligned HLSL version of lighting/specular/cookTorrance with GLSL version by @shadielhajj in #147
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Various ports and fixes (HLSL) by @shadielhajj in #148
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Straighforward port of lighting/transparent.glsl to hlsl by @shadielhajj in #149
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Roughness-adjusted fresnel. by @shadielhajj in #150
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Complete overhaul of the HLSL PBR shader to align with the GLSL Version. by @shadielhajj in #151
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PBR fixes and visual tweaks. by @shadielhajj in #152
- Updated pbrClearCoat to bring it in line with the latest glsl version. by @shadielhajj in #153
- envMap automatic MIP level (HLSL Only) by @shadielhajj in #154
- Various HLSL bugfixes by @shadielhajj in #155
- fcos(x): band-limited cos(x), GLSL and HLSL by @shadielhajj in #156
cos(x)
wave aliasing at high frequencies
- Fixed color space conversion in HLSL by @shadielhajj in #157
- Added more missing static keywords (HLSL only). by @shadielhajj in #159
- Band-limited aafract (2nd approach) by @shadielhajj in #160
Without band-limiting:
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Anti-aliased triangle wave (GLSL and HLSL) by @shadielhajj in #162
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Added distance metrics and Worley distance option (HLSL, GLSL) by @shadielhajj in #161
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Moar Noise, plz! by @shadielhajj in #163
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Updates to pbrGlass and pbr (HLSL) by @shadielhajj in #164
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Updated HLSL samplers to DirectX 10 syntax by @shadielhajj in #166
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New feature: calculate normal from height map (GLSL and HLSL) by @shadielhajj in #167
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Fixed HLSL version of sample/derivative by @shadielhajj in #168
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Renames and includes by @shadielhajj in #169
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Fixed raymarching camera (HLSL) by @shadielhajj in #170
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Exposed raymarching distance params (HLSL) by @shadielhajj in #172
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Improved raymarching shadow quality (HLSL and GLSL) by @shadielhajj in #174
Before (notice the unrealistic shadow of the prism)
- Fixed broken pbrLittle.hlsl and updated to match glsl version by @shadielhajj in #175
- Added shadow and support to Raymarched PBR by @shadielhajj in #176
Raymarched PBR with soft shadows
Raymarched PBR with soft shadows and AO
- Various HLSL SDF Fixes by @shadielhajj in #177
- envMap automatic MIP level (GLSL) by @shadielhajj in #178
- Added missing include to pbrClearCoat.hlsl by @shadielhajj in #179
- PBR: fallback to environment sampling if Spherical Harmonics are not present. by @shadielhajj in #182
New Contributors
- @bryndsey made their first contribution in #141
- @vade made their first contribution in #140
- @dmnsgn made their first contribution in #171
Full Changelog: 1.2.2...1.2.3