Here is a video showing the new looks of the graphics:
For shader loading I wrote a "compiler" from a customised version of GLSL to normal GLSL.
For example, I can write this:
$$VERTEX // This becomes the vertex shader $Position$ in vec3 vertPosition; // Automatically assigns this attribute to the vertex position void main() { [...] } $$FRAGMENT // This becomes the fragment shader out vec4 fragColor; void main() { [...] }All of this makes it easier to write and store shaders (single file, instead of multiple).
I'm might add CSM (cascaded shadow mapping) as it is better for large terrains and spaces.
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