bvle-voxels/shaders
Samuel Bouchet 82307269e8 Phase 7.1 tuning: reduce saturation, increase contrast, multi-angle screenshots
- Saturation 1.40→1.15, exposure 2.2→1.8 (less oversaturated)
- Shadow factor 0.55→0.45 (more contrast between lit and shadow)
- Ambient reduced slightly for better contrast
- Screenshot mode: 4 camera views (landscape, sideview, topdown, backlit)
- AO history reset between view changes (prevents temporal contamination)
2026-03-29 15:11:42 +02:00
..
voxelAOApplyCS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelAOBlurCS.hlsl Phase 6.3: RT ambient occlusion with bilateral blur 2026-03-29 09:31:19 +02:00
voxelBLASExtractCS.hlsl Phase 6.1: RT infrastructure — MRT normals + BLAS/TLAS build 2026-03-28 14:48:11 +01:00
voxelCommon.hlsli Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelCullCS.hlsl Phase 2.3: GPU compute culling with frustum + backface cull 2026-03-25 22:30:50 +01:00
voxelMeshCS.hlsl Phase 5.1: Naive Surface Nets smooth rendering 2026-03-27 13:03:55 +01:00
voxelPS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelShadowCS.hlsl Phase 7.1 tuning: reduce saturation, increase contrast, multi-angle screenshots 2026-03-29 15:11:42 +02:00
voxelSmoothCentroidCS.hlsl Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
voxelSmoothCS.hlsl Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
voxelSmoothPS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelSmoothVS.hlsl Phase 5.1: smooth PS blending uses same logic as blocky PS + debug scene 2026-03-27 14:21:35 +01:00
voxelTopingPS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelTopingVS.hlsl Add wind to grass toping 2026-03-26 18:58:19 +01:00
voxelVS.hlsl Phase 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00