Skip to content

Releases: patriciogonzalezvivo/lygia

1.2.3

27 Jul 16:55
Compare
Choose a tag to compare

What's Changed

image

fcos(x) replacement
Screenshot 2024-07-07 140947

With bandlimiting:
Screenshot 2024-07-09 195048

After
Screenshot 2024-07-23 212731

Default raymarching material
Screenshot 2024-07-23 224507

Raymarched PBR
Screenshot 2024-07-23 230017

Raymarched PBR with soft shadows
Screenshot 2024-07-23 230027

Raymarched PBR with soft shadows and AO
Screenshot 2024-07-23 230040

New Contributors

Full Changelog: 1.2.2...1.2.3

v1.2.2

15 Jun 11:25
Compare
Choose a tag to compare

What's Changed

  • Added RYB to/from RGB color space conversion
  • Added RYB from HSV color space conversion
  • hueShiftRYB: shift hue in RYB color space
    a
  • mixRYB: color interpolation between 2, 3 and 4 colors in RYB color space
    download
  • Sanso-Wada Palette as color values, dyads, triads and tetrads
    values
    dyads
    triads
    tetrads
  • linear interpolation between palettes (arrays of colors)
    color_palette_lerp
  • Color pigments catalog for Windsor&Newton, Gamblin, Rembrandt, Golden and Liquitex for oil, acrylics, gouache and watercolor mediums.
    color_pigments
  • Zorn palette
    color_zorn
  • sample.[glsl|hlsl] was renamed to sampler.glsl|hlsl and sample.[glsl|hlsl] was added as a index for the entire sample/ folder to be consistent with the pattern on other similar files like math.glsl, color/blend.glsl, etc.
  • Update math.glsl by @jane00 in #131
  • fix some hlsl include to glsl in triangle.glsl and make_vec3 to vec3 by @jane00 in #133
  • Typo fix for float2 random2(float2 p) function by @Zvmcevap in #135
  • Fix 'smooth' reserved keyword #130 by @UstymUkhman in #136
  • Capitalize first character of descriptions by @bonsak in #124

New Contributors

Full Changelog: 1.2.1...1.2.2

1.2.1

10 Mar 21:13
Compare
Choose a tag to compare

What's Changed

This Patch version is focused on fixing and translating OkLab color spaces and Spectral mixing

Screenshot from 2024-03-10 17-04-32
Screenshot from 2024-03-10 17-05-13

New Contributors

Full Changelog: 1.2.0...1.2.1

1.2.0

20 Jan 12:33
Compare
Choose a tag to compare

What's Changed

  • ColorChecker / Spyder Checker
    colorchecker
    * Better PBR material with Iridescent / glass properties
    iri
  • Heatmap and OpticalFlow sampler
  • Request to add a kaleidoscopic space transformation by @marioecg in #111
  • Update windmillTile.glsl by @j-el-kl in #112
  • Update kaleidoscope.glsl by @edap in #116
  • Update kaleidoscope.hlsl by @edap in #115
  • add include sqTile by @j-el-kl in #113
  • Update blend.glsl by @j-el-kl in #117
  • Fix: undeclared 'color' identifier in vibrance.glsl by @morekid in #121
  • fix typo in sharpen/fast.glsl by @couleurs in #123

New Contributors

Full Changelog: 1.1.7...1.2.0

v1.1.7

03 Nov 21:35
Compare
Choose a tag to compare

What's Changed

New Contributors

Full Changelog: v1.1.6...1.1.7

v1.1.6

15 Oct 09:34
Compare
Choose a tag to compare

What's New?

What's Changed

New Contributors

Full Changelog: 1.1.4...v1.1.6

1.1.4

13 Jul 07:06
Compare
Choose a tag to compare

What's Changed

  • Add arrow 3D SDF for better debugging by @ammein in #65
  • Fakecube fix & typos by @ammein in #66
  • Updating NPM module with this version
  • WARNING: Breaking change, file sdf/opRepite.* have been change for sdf/opRepeat.*

Full Changelog: 1.1.2...1.1.4

1.1.0

28 Nov 10:26
Compare
Choose a tag to compare

What's Changed

  • WARNING! BREAKING CHANGE! most sample functions MACROS inside filter/ folder use to have only one argument (the texture coordinates). This was inconsistent to sample functions MACROS on the sample/ folder. Ultimately one single argument force the user to remember the internal name for the texture (tex) while having to two arguments (the texture and the coordinates), makes it more intuitive and consistent. So they went from being SOMETHING_SAMPLE_FNC(UV) to SOMETHING_SAMPLE_FNC(TEX, UV) 1efaad2
  • Removing automatic definition of glslViewer variables and choosing a more declarative approach. For example to use the pbr() function all this MACROS pointing to the right uniforms need to be satisfy (most have correct defaults, but other defaults can't product correct behaviors.
#define SURFACE_POSITION    v_position
#define CAMERA_POSITION     u_camera
#define IBL_LUMINANCE       u_iblLuminance
#define LIGHT_DIRECTION     u_light
#define LIGHT_COLOR         u_lightColor
#define LIGHT_FALLOFF       u_lightFalloff
#define LIGHT_INTENSITY     u_lightIntensity
#define LIGHT_COORD         v_lightCoord
  • Default SURFACE_POSITION to vec3(0.0) by @gzozulin in #37
  • Update pbr.glsl by @gzozulin in #36
  • Adding sample.glsl used by all sampling functions to support the right version on GLSL
#if __VERSION__ >= 300
#define SAMPLER_FNC(TEX, UV) texture(TEX, UV)
#else
#define SAMPLER_FNC(TEX, UV) texture2D(TEX, UV)
#endif
  • Adding morphological folder for erosion, dilation, alphaFill and poissonFill.
    morphological_erosion
    morphological_dilation
    morphological_alphaFill
  • adding sample functions to fake different filter modes like NEAREST, BICUBIC, SMOOTH (by Inigo Quiles)
    sample_filter_bicubic
    sample_filter_nearest
    sample_filter_smooth
  • he have been adding sample functions to fake different wrap modes like REPEAT, CLAMP2EDGE, MIRROR and UNTILE (also by @iquilezles )
    sample_wrap
    sample_wrap_mirror
    sample_wrap_untile
  • Adding new pbrGlass() and pbrClearCoat() models
    lighting_pbrGlass_cubemap
    lighting_pbrClearCoat_cubemap
  • Adding spheremaps (or matcap) function
    lighting_sphereMap
  • Adding Iridescence functions
    color_iridescence_map
  • New integrations to TouchDesigner implementation by @LeithBA in #28
  • New integrations to React Template by @eduardfossas in #30
  • New integrations to TouchDesigner (static) version references by @vectorsize in #33
  • Corrected Leith's name and website url by @LeithBA in #35

New Contributors

Full Changelog: 1.0.0...v1.1.0

1.0.0

28 Oct 07:24
1ff1ca6
Compare
Choose a tag to compare

This is the first version of LYGIA! It's coming after it's public day view and some conversations around permanent commercial license in https://shader.zone , which soon will be possible by been hooked to specific versions of LYGIA.

As part of this release:

What's Changed

New Contributors

Full Changelog: https://github.com/patriciogonzalezvivo/lygia/commits/1.0.0