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22 Nov 2023
@norlock:matrix.orgnorlock * I don't use vscode but maybe I can find some alternative online, anyway thanks! I'm going to update the big missing part xD21:48:52
@davidhuculak:matrix.orgDavid HuculakNo problem 😃 good luck21:55:00
23 Nov 2023
@norlock:matrix.orgnorlock David Huculak: Can I see your repository? I was wondering what kind of pbr implementation you used. the one from learnopengl sucks :/ 23:12:34
@cwfitzgerald:matrix.orgcwfitzgeraldLearnopengl's is fine enough I think23:14:44
@davidhuculak:matrix.orgDavid HuculakI copied learnopengl 🙃23:20:36
@davidhuculak:matrix.orgDavid Huculakhttps://github.com/Davidster/ikari23:20:56
@davidhuculak:matrix.orgDavid HuculakMight be a lot of unrelated code for you to sift through tbh 23:21:22
@davidhuculak:matrix.orgDavid HuculakMy shader is polluted with so much shadow mapping garbage 23:21:40
@norlock:matrix.orgnorlockAh let me check, maybe you can check out my version its also from opengl, but I just don't see much difference. I guess I screwed up somewhere again23:29:56
@norlock:matrix.orgnorlock * Ah let me check, maybe you can check out my version its also from opengl, but I just don't see much difference. I guess I screwed up somewhere again, let me very quickly recheck myself23:30:16
@norlock:matrix.orgnorlockI think I'm going to rebuild this one in wgsl, will take some time but is very professional: https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/main/source/Renderer/shaders/pbr.frag23:36:10
@norlock:matrix.orgnorlockWell maybe I just finish the learnopengl tutorial first Its just not really reacting to lights yet. but maybe it will in the next chapter23:54:41
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
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2 Dec 2023
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6 Dec 2023
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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

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