Ryan McDonough

Results 47 comments of Ryan McDonough

I have also placed both of the glslllibs in Common/ShaderLib/ for now... However I am not sure if that is the right place for these, as there is also a...

Just made one more set of changes because I forgot about the spec-gloss pipeilne. I typically only use the metallic pipeline so I overlooked spec gloss yesterday, but I fixed...

There shouldn't be any compatibility issues for any existent forks that are already out there. I made sure to not remove any params or defines from the shader, and only...

That sounds like a good name to me, I updated the PR to rename it to PBRLightingParamsReader.glsllib and also updated the imports in PBRLighting.frag to reflect the change. I also...

I updated the comments to fix the typos you pointed out, thanks for the proofread. I also appeared to have misspelled glsllib as glslib multiple times (missing the second L)...

The build failed on mac due to a time-out error, however I resubmitted the same file and it worked again... Strange, but at least everything is okay and there were...

> but this change makes the shaders even more spaghetti coded. I would have to adamantly disagree with this in almost every way possible. Of course there are things I...

> I think a better approach would be to keep the uniforms in the main shader I could do this, but the general idea of this PR was to move...

> but generally speaking i would be reluctant to change well tested core code like this one, instead this could be a glsllib available for new shaders. Having 2 identically...

Well I still have a few minor changes to make to this PR, however I am going to wait to do any more work on this PR until I am...