Marcin Ignac
Marcin Ignac
@simonharrisco mentions option 4. - exposing all components on the top level, also not a bad idea ```javascript import { directionalLight } from "pex-renderer" const e = { directionalLight: directionalLight()...
> and also means only systems are namespaced? No, if we move components up then systems too.
Well that was the idea for name-spacing in the first place which looks like brings us back to current option 1.
Even more options here https://github.com/dmnsgn/glsl-tone-map although i'm happy to stick to one default like ACES and make it easy to replace it (e.g. by calling the chunk `tonemap`) vs shipping...
Possible implementations [Urho3d](https://github.com/urho3d/Urho3D/blob/master/bin/CoreData/Shaders/GLSL/BRDF.glsl#L138) ```glsl vec3 BurleyDiffuse(vec3 diffuseColor, float roughness, float NdotV, float NdotL, float VdotH) { float energyBias = mix(roughness, 0.0, 0.5); float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);...
I think i nailed it! Blue click arrow is (target) longitude and dark blue arrow is current latitude. Yellow is slerp angle. See when yellow is > 180deg slerp chooses...
I’ve just realised that current code doesn’t use quaternions. Wouldn’t the fix be then to extend interpolateAngle with direction? interpolateAngle( (toRadians(this.currentLon) + 2 * Math.PI) % (2 * Math.PI), (toRadians(this.lon)...
Hard edge comes from [getPunctualShadow](https://github.com/pex-gl/pex-renderer/blob/master/shaders/chunks/shadowing.glsl.js#L102) not from texture filtering. So at least we need lerp like [texture2DShadowLerp](https://github.com/pex-gl/pex-renderer/blob/master/shaders/chunks/shadowing.glsl.js#L34) and of course even better [PCF5x5](https://github.com/pex-gl/pex-renderer/blob/master/shaders/chunks/shadowing.glsl.js#L61)
After looking at that SceneKit shader modifiers our api could look e.g. like this: ```javascript material.shaderModifiers = { // model space, before skinning, world transform and projection geometry: ` uniform...
> is this additional jargon that might just add confusion? Hmm these are basic concepts in computer graphics. Geometry defines the shape of thing being render, and surface parameters how...