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Implemented a basic waterfall with meta balls on the GPU. The ball struct is...
Implemented a basic waterfall with meta balls on the GPU. The ball struct is handled by the cpu and uploaded to the GPU at each draw call. Normals are calculated by sampling the SDF but no shading is calculated yet.
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- .clang-format 246 additions, 0 deletions.clang-format
- models/cube.obj 38 additions, 0 deletionsmodels/cube.obj
- models/wide_cube.obj 38 additions, 0 deletionsmodels/wide_cube.obj
- shaders/basic.vert 1 addition, 1 deletionshaders/basic.vert
- shaders/waterfall.frag 83 additions, 3 deletionsshaders/waterfall.frag
- shaders/waterfall.vert 21 additions, 0 deletionsshaders/waterfall.vert
- src/main.cpp 201 additions, 208 deletionssrc/main.cpp
- src/object.h 18 additions, 0 deletionssrc/object.h
- src/waterfall.cpp 107 additions, 0 deletionssrc/waterfall.cpp
- src/waterfall.h 41 additions, 0 deletionssrc/waterfall.h
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