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SHADERS AND GRAPHICS

This is a collection of all the shaders I have worked on. I started shader programming in early 2014 and have become very interested in graphics programming since then. My end goal with this is to try and create some form of 3D engine that could potentially support visuals of an AAA game.

I primarily use GameMaker Studio for shader development, it is definitely not the ideal platform, however it is the platform I am most experienced with at the moment. I mostly write shaders in GLSL ES, as it is fast language to get something working in. If I need access to more complex functionality, then HLSL is next in line!

When writing shaders, I don't always like to just "copy" already-existing methods as I feel that there can always be more than one way of doing things, and following convention doesn't necessarily lead to the best result.


Screen Space Ambient Occlusion
Screen space ambient occlusion is an effect which aims to approximate global light obscurance between objects in a scene.
Posted: 2015-02-23 00:00:00
3D Soft Particles
The first step in improving particles in a 3D scene. Soft particles remove the issue of billboards clipping scene geometry.
Posted: 2015-02-26 04:40:54
Parallax Occlusion Mapping
Parallax mapping allows huge increase in visual fidelity of flat textures by creating the illusion of depth inside a flat texture!
Posted: 2016-02-25 00:00:00
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