Samples and experiments built against the glNext branch of cinder. This is just me trying out the new features of this upcoming cinder version.
The projects have only been tested on osx with Xcode 6. Project files are provided for visual studio 2012 and 2013. It is probably working on windows but not tested. Also shaders have only been tested with an ATI gpu, so it might not work on Nvidia or intel cards.
If you find any issue please let me know.
This sample show the basics of a physically based shading workflow. Mainly adapted from disney and epic papers on the subject. The sample also show basics of tone mapping.
Image Based Lighting Specular reflections. Full approximation as described in Epic Unreal Engine 4 papers.
Alost the same code as the PBR Basics sample adding the basics of texturing and light scattering.
Basically the same as cinder/glNext/Samples/_opengl/NormalMapping but adapted for PBR. The assets are of course subject to the same copyrights as the one distributed with cinder.
Basic point light shadow mapping using a cubemap framebuffer object.
!This sample was made before Andrew pushed the official tesselation shader implementation. I still have to update it to use the new API.
!This sample was made before Andrew pushed the official tesselation shader implementation. I still have to update it to use the new API.
Basic geometry and fragment shader for solid wireframe rendering.
Copyright (c) 2014, Simon Geilfus - All rights reserved.
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