YAY, implemented Cook-Torrance BRDF. Unfortunately mastodon couldn't handle 10 MB gif :c
Implemented Shlick's approximation for Fresnel reflectance. Playing with R(0°) values. According to Real-Time Rendering 3rd, default value for insulators vec3(0.02f) looks pretty persuasive. Still, gold (vec3(1.0f, 0.71f, 0.29f)) lacks some roughness detail :c #D3D12 #DirectX12 https://mastodon.gamedev.place/media/kXSpeTSC6E7WedNCdqg
Now with specular! Spend all day to find one minus operator misused.
#D3D12 #DirectX12 https://mastodon.gamedev.place/media/Um2mVyMfYWy6lG_5bB0
Nothing very cool here. Just finally found some time to implement first-person camera.
Via birdsite: a real gamedev struggle. https://mastodon.gamedev.place/media/TMx5gl4OYQX3M1Nob2A
Graphics programmer, love D3D12, learn a lot
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