tgjones / shader-playground
Shader playground website for exploring HLSL, GLSL, SPIR-V compilers
☆601Updated last year
Alternatives and similar repositories for shader-playground:
Users that are interested in shader-playground are comparing it to the libraries listed below
- GPU texture/buffer performance tester☆597Updated 4 years ago
- A sample app that demonstrates several techniques for rendering real-time shadow maps☆855Updated 10 months ago
- Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth bu…☆637Updated 5 months ago
- A rendering sample that demonstrates bindless deferred texturing using D3D12☆604Updated 4 months ago
- A real time global illumination solution that achieves glossy surfaces, diffuse reflection, specular reflection, ambient occlusion, indir…☆631Updated last month
- OpenGL sample for shader-based occlusion culling☆543Updated last year
- DirectX shader bytecode cross compiler☆870Updated 8 months ago
- ISPC Texture Compressor☆451Updated 5 months ago
- Shader cross compiler to translate HLSL (Shader Model 4 and 5) to GLSL☆358Updated 5 years ago
- A common standard for tangent space used in baking tools to produce normal maps.☆267Updated 8 months ago
- SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.☆747Updated last week
- Chop 3D objects to meshlets☆426Updated 2 years ago
- A barebones sample application to get you jump started with DirectX Raytracing (DXR)!☆402Updated 5 years ago
- A simple framework for rapid prototyping on Vulkan or Direct3D 12☆979Updated last year
- optimized screen-space ambient occlusion, cache-aware hbao☆360Updated last year
- GPU-based Forward+ renderer☆510Updated 5 years ago
- Pyramid Shader Analyzer☆312Updated 6 years ago
- ☆473Updated 2 years ago
- A D3D11 application for experimenting with Spherical Gaussian lightmaps☆711Updated 10 months ago
- This project provides a new implementation of our EGSR 2008 paper "Precomputed Atmospheric Scattering".☆949Updated last year
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++ and GLSL.☆808Updated last month
- A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)☆759Updated last month
- Real-time BC6H compression on GPU☆341Updated last year
- ☆901Updated last week
- An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license☆753Updated 10 months ago
- A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light!☆1,468Updated last year
- Easy to integrate memory allocation library for Direct3D 12☆808Updated last week
- Physical based rendering with Vulkan using glTF 2.0 models☆1,023Updated 2 months ago
- Code for "Real-Time Polygonal-Light Shading with Linearly Transformed Cosines"☆434Updated 5 years ago
- Demonstrates seven different techniques for order-independent transparency in Vulkan.☆322Updated last month