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24 Nov 2023
@norlock:matrix.orgnorlockRedacted or Malformed Event00:33:08
@norlock:matrix.orgnorlock
        Diff += max(dot(in.normal, L), 0.0001) * light_col * attenuation;
        Lo += (kD * albedo / PI + specular) * radiance * NdotL;
    }

    var out: FragmentOutput;
    var color = Diff * albedo * ao + Lo;

    // HDR tone mapping
    color = color / (color + vec3(1.0));
    // Gamma correct
    color = pow(color, vec3(1.0 / 2.2));

    out.color = vec4(color, 1.0);

does wonders for me

00:51:31
@norlock:matrix.orgnorlock *
        Diff += max(dot(in.normal, L), 0.0001) * light_col * attenuation;
        Lo += (kD * albedo / PI + specular) * radiance * NdotL;
    }

    var out: FragmentOutput;
    var color = Diff * albedo * ao + Lo;

    // HDR tone mapping
    color = color / (color + vec3(1.0));
    // Gamma correct
    color = pow(color, vec3(1.0 / 2.2));

    out.color = vec4(color, 1.0);

does wonders for me, I take the vertex normal (in.normal) for diffuse color

00:52:22
@norlock:matrix.orgnorlock *
        Diff += max(dot(in.normal, L), 0.0001) * light_col * attenuation;
        Lo += (kD * albedo / PI + specular) * radiance * NdotL;
    }

    var out: FragmentOutput;
    var color = Diff * albedo * ao + Lo;

    // HDR tone mapping
    color = color / (color + vec3(1.0));
    // Gamma correct
    color = pow(color, vec3(1.0 / 2.2));

    out.color = vec4(color, 1.0);

Adding the Diff does wonders for me, I take the vertex normal (in.normal) for diffuse color

00:53:52
@norlock:matrix.orgnorlock *
        Diff += max(dot(in.normal, L), 0.0001) * light_col * attenuation;
        Lo += (kD * albedo / PI + specular) * radiance * NdotL;
    }

    var out: FragmentOutput;
    var color = Diff * albedo * ao + Lo;

    // HDR tone mapping
    color = color / (color + vec3(1.0));
    // Gamma correct
    color = pow(color, vec3(1.0 / 2.2));

    out.color = vec4(color, 1.0);

Adding the Diff does wonders for me, I take the vertex normal (in.normal) for diffuse color, it give me back the shadows

00:58:43
@norlock:matrix.orgnorlock *
        Diff += max(dot(in.normal, L), 0.0001) * light_col * attenuation;
        Lo += (kD * albedo / PI + specular) * radiance * NdotL;
    }

    var out: FragmentOutput;
    var color = Diff * albedo * ao + Lo;

    // HDR tone mapping
    color = color / (color + vec3(1.0));
    // Gamma correct
    color = pow(color, vec3(1.0 / 2.2));

    out.color = vec4(color, 1.0);

Adding the Diff does wonders for me, I take the vertex normal (in.normal) for diffuse color, it gives me back the shadows

00:58:53
30 Nov 2023
@healthire:kyju.orgLilith changed their profile picture.17:59:37
2 Dec 2023
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6 Dec 2023
@psydroid:matrix.orgpsydroid changed their display name from psydroid to Tyrannosaurus Rex.17:28:57
@psydroid:matrix.orgpsydroid changed their display name from Tyrannosaurus Rex to psydroid.17:46:56
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7 Dec 2023
@zxyvri:matrix.orgzxyvriHello Folks, I there a way to cache shaders after it is used once in a pipeline so that naga dosent parse and verify it always ?17:14:33
8 Dec 2023
@norlock:matrix.orgnorlockI think if you store it in your state its not dropped so you can reuse it?21:43:25
12 Dec 2023
@maboesanman:matrix.orgMason joined the room.19:50:33
17 Dec 2023
@norlock:matrix.orgnorlock Does anyone know why animations look so weird in gtlf-viewers? If I use for instance this viewer: https://gltf-viewer.donmccurdy.com/ with this model: crates/sparticles_app/src/assets/models/Intergalactic.glb. I see a lot of triangle, but does something else need to happen for the animation to properly show? I would like to implement animations for my models but not as shown in the viewers13:17:16
@norlock:matrix.orgnorlock * Does anyone know why animations look so weird in gtlf-viewers? If I use for instance this viewer: https://gltf-viewer.donmccurdy.com/ with this model: crates/sparticles_app/src/assets/models/Intergalactic.glb. I see a lot of triangle, but does something else need to happen for the animation to properly show? I would like to implement animations for my models but not as shown in the viewers. Other model but same looks: https://github.com/Norlock/sparticles/blob/main/crates/sparticles_app/src/assets/models/drone.glb 13:18:16
@norlock:matrix.orgnorlock * Does anyone know why animations look so weird in gtlf-viewers? If I use for instance this viewer: https://gltf-viewer.donmccurdy.com/ with this model: crates/sparticles_app/src/assets/models/Intergalactic.glb. I see a lot of triangle, but does something else need to happen for the animation to properly show? I would like to implement animations for my models but not as shown in the viewers. Other model but same looks: https://github.com/Norlock/sparticles/blob/main/crates/sparticles_app/src/assets/models/drone.glb 13:18:59
28 Dec 2023
@cwfitzgerald:matrix.orgcwfitzgerald

Some fun hardware stuff I just finished:

Built a custom control circuit for our mini-tree's battery powered lights! Designed such that each of the trees two strands can run at different voltages/brightnesses. Uses two constant voltage buck converters modules, a switch and barrel connectors. First time I've soldered in quite a few years, and I think I did a pretty good job, all things considered. Pulls 9V 0.08A out of 6 rechargeable AAs, for a total runtime of about 25 hours

07:13:20
@cwfitzgerald:matrix.orgcwfitzgerald1000005574.jpg
Download 1000005574.jpg
07:13:26
@norlock:matrix.orgnorlockCool shit but have to show the tree as well then xD12:48:11
@norlock:matrix.orgnorlock * Cool shit but have to show the tree as well then 12:51:26
@norlock:matrix.orgnorlock * Cool shit but have to show the tree as well then :)12:51:38
@norlock:matrix.orgnorlock * Cool shit but have to show the tree as well then 12:51:43
@norlock:matrix.orgnorlock * Cool shit but have to show the tree as well then :)12:59:42
29 Dec 2023
@cwfitzgerald:matrix.orgcwfitzgerald norlock: 02:05:27
@cwfitzgerald:matrix.orgcwfitzgerald1000005578.jpg
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02:05:27
@davidhuculak:matrix.orgDavid HuculakCute tree 04:51:26
@norlock:matrix.orgnorlock🌲🎅👌09:17:19
2 Jan 2024
@norlock:matrix.orgnorlock David Huculak: How do you determine where you add reflections on the material and where not? I don't see that the gltf loader has a texture for that? 17:19:16
@norlock:matrix.orgnorlock * David Huculak: How do you determine where you add environment reflections on the material and where not? I don't see that the gltf loader has a texture for that? 17:23:03

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