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Code for tutorials posted on my blog.

Objective-C 0.32% Objective-C++ 6.89% C++ 81.89% C 0.01% Yacc 1.11% OpenEdge ABL 0.10% HLSL 4.75% GLSL 4.05% Metal 0.64% Batchfile 0.02% Lex 0.21%

asylum_tutorials's Issues

PBR Incorrect mul

I found this fragment by analyzing your and unity 5 shaders, after implementation in my engine:

Dot clamping ndotl and ndoth is incorrect, correct just dot.
See:
float ndotl = dot(n, l);
float ndoth = dot(n, h);

Is needly check brdf.dds

Please, check this file. It corrupted(i can see this using any program. For example another brdf.dds files is fine(derkreature/IBLBaker for example))

Forward+ EarlyZ

Hi, it's again i'm :)

I not seen EarlyZ - Where it? - Forward+ must be with EarlyZ

"Ocean" error

0(14) : error C1315: can't apply layout(rgba32f) to non-image
0(15) : error C1315: can't apply layout(rgba32f) to non-image

Videocard - Nvidia GT710

Problems with quad(Forward+ Sample)

Hi

I think,what you forgot make:

                glActiveTexture(GL_TEXTURE0 + tex_unit);
before
                glBindTexture(GL_TEXTURE_2D, framebuffer->GetColorAttachment(tex_unit));
and
                glBindTexture(GL_TEXTURE_2D, 0);

because we can get black screen

Correct version for me(this fragment is correct for OGL4(http://docs.gl/gl4/glActiveTexture))

        void GLFBO::BindColorTexture(size_t tex_unit)
        {
                glActiveTexture(GL_TEXTURE0 + tex_unit);
                glBindTexture(GL_TEXTURE_2D, this->GetColorAttachment(tex_unit));
        }

        void GLFBO::UnBindActiveTexture(size_t tex_unit)
        {
                glActiveTexture(GL_TEXTURE0 + tex_unit);
                glBindTexture(GL_TEXTURE_2D, 0);
        }

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