flutter3d_shaders 0.5.0
flutter3d_shaders: ^0.5.0 copied to clipboard
The engine's shader sources, in GLSL, for every backend to compile.
0.5.0 #
- No API change. Released with the set.
0.4.2 #
Luminance: the lit scene's log luminance at low resolution, sixteen taps per texel, encoded in eight bits over sixteen stops from minus ten — what an exposure meter reads back.LuminanceInfo.paramscarries the footprint and the two ends of the encoding.ObjectId: every mesh drawn again through its own vertex stage with a fragment stage that writes the id inIdInfo.idas three bytes, into a single attachment, so one pixel read back says which node is under the cursor.kRequiredShadersnames both. The stage samplesbase_color_textureand discards under the cutoff inIdInfo.mask— the material's alpha cutoff, negative when it is not masked, beside the tint's alpha — so what the scene pass throws away is thrown away here as well and a pick through a hole answers with what is behind it.Xray, a seventh lighting entry point:unlit.fragwithF3D_NO_SURFACE_BUFFERdefined, so it declares no second output at all. The x-ray stage draws its mark and its silhouette with it. Drawn unlit they wrote the surface buffer — the silhouette wherever itsgreatertest passed, which is where the marked node is behind what the depth buffer holds — so a hidden node's normal, roughness and depth landed on top of the surface in front of it, and every screen-space effect reads that buffer as the nearest surface.kRequiredShadersnames the new entry point.ProbePrefilter, a full-screen fragment stage that writes one face of one level of a reflection probe: the captured cube convolved by the roughness of the level, with the fixed spiral of taps and the cosine-power lobeEnvironmentMap.prefilteruses on the host, and a one-tap copy for the mirror level.kRequiredShadersnames it.
0.4.1 #
MeshLightmappedVertex, a fourth vertex stage: the standard layout withcolor.xyread as the vertex's place in a lightmap and the tint held at white. Every mesh stage now carries av_lightmap_uvvarying, and the lit models samplelightmap_texture(RGBM,rgb × a × 8) beside their ambient.kRequiredShadersnames the new stage.
0.4.0 #
- No changes of its own; the version moves with the workspace, whose sibling constraints name a single release. The README's closing section now says what the engine around this package is.
0.3.0 #
- The physical model samples a prefiltered environment, and the composite pass applies a look.
0.2.0 #
- Cascaded directional shadows, spot shadows, screen-space ambient occlusion, a procedural sky and two-colour ambient light.
- The shared header split so a stage declares only the uniform blocks it reads: a block a shader declares but never reads is reflected at a non-zero size and binding it is a native crash.
0.1.0 #
- The engine's shader sources in GLSL, shared by every backend so that no two
of them can drift, with
kRequiredShadersnaming the entry points a bundle must answer to.