BEER Development Update #14

Malt Weekly Report (September 25)

  • Implemented the most common diffuse (Lambert, Oren-Nayar, Burley) and specular (Phong, Blinn-Phong, GGX, Beckman, Cook-Torrance) shading models (Shading/ShadingModels.glsl).
    I also added an example showing how to implement custom shading materials (advanced_custom_shading.glsl). It defaults to a basic PBR shader.
  • Speculars now use a roughness parameter instead of shininess. (range 0 to 1)
  • Added basic color utilities for shaders (Common/Color.glsl).
  • Improved sun shadow maps in ortho view and added a shader to visualize shadow cascades (debug_cascades.glsl).
  • Initial work on ambient occlusion. Should be ready to publish early next week.

NOTE: Milestones 1 and 2 are now 100% complete.

Forgot to mention last week: matcap is ready to roll

–Miguel Pozo

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PBR + AO
Cascade debug shader
matcap sample shader
Basic Color Utilities
PBR shader models