Robert Beckebans
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39facaa1ac
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Vulkan can handle FMT_R11G11B10F textures
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2021-03-26 17:39:04 +01:00 |
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Robert Beckebans
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6a05d30af0
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Added F1 binding for devtools.cfg
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2021-03-23 21:51:39 +01:00 |
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Robert Beckebans
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7598bae2d4
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devtools.cfg and modelviewer.cfg
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2021-03-17 11:13:26 +01:00 |
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Robert Beckebans
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2e3e7080eb
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Added missing env_probe.def and misc.def for Quake lightstyles
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2021-03-17 10:38:30 +01:00 |
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Robert Beckebans
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c47e3057d3
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Don't blend AO with IBL in Vulkan for now
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2021-02-26 23:17:29 +01:00 |
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Robert Beckebans
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58607c2cca
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Changed r_useOpenGL45 default to 1 on Win and updated docs
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2021-02-17 20:52:36 +01:00 |
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Robert Beckebans
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96c83075aa
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Updated RenderProgs_embedded.h
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2021-02-10 17:27:28 +01:00 |
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Robert Beckebans
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a0eb203aaf
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Reorganized HLSL shaders
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2021-02-10 16:27:03 +01:00 |
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Robert Beckebans
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4be8e85fe0
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Add octahedron shader to Lua embed manifest
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2020-12-21 15:47:41 +01:00 |
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Robert Beckebans
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2498a17149
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Autospawn env probes in the center of BSP areas
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2020-11-30 18:27:06 +01:00 |
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Robert Beckebans
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86ff6cea87
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Fixed a problem with octahedron irradiance sampling
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2020-11-15 14:01:14 +01:00 |
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Robert Beckebans
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b8907b9754
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Octahedron mapping hello world in IBL shader
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2020-11-14 18:02:07 +01:00 |
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numas13
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71dc2bc90b
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Fix white soft shadows glitch
Assigning an integer to a float variable in HLSL causes undefined behaviour in RadeonSI/MESA.
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2020-08-17 23:14:20 +03:00 |
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Robert Beckebans
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804c16d0a4
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First step at generating multiple env probes
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2020-05-16 17:40:30 +02:00 |
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Robert Beckebans
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71d768cceb
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Fixed all known problems with sRGB -> linear RGB conversions (fog, GUIs, screen effects)
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2020-05-15 16:25:36 +02:00 |
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Robert Beckebans
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3b28f7ff98
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Fixed too bright fog in HDR mode
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2020-05-14 17:54:39 +02:00 |
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Robert Beckebans
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558afdd093
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Added Contrast Adaptive Sharpening (AMD) by Justin Marshal (IcedTech)
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2020-05-13 21:13:43 +02:00 |
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Robert Beckebans
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5dedbc70a6
|
Improved filmic post processing
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2020-05-12 23:38:32 +02:00 |
|
Robert Beckebans
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1b3378cb94
|
Added Vogel Disk Sampling by Panos Karabelas
|
2020-05-11 23:49:04 +02:00 |
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Robert Beckebans
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99235ec92c
|
Optimized Filmic Dithering with precalculated Blue Noise
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2020-05-10 22:10:32 +02:00 |
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Robert Beckebans
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9931fab681
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Improved SSAO performance with Blue Noise
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2020-05-10 15:05:46 +02:00 |
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Robert Beckebans
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d5e8380a5f
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Fixed r_ssaoDebug
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2020-05-10 12:58:14 +02:00 |
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Robert Beckebans
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b8e25612fb
|
Fixed several problems with the HDR light equations
|
2020-05-01 23:30:16 +02:00 |
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Robert Beckebans
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3f9b85d434
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Fixed textureLod with Vulkan and tweaked IBL to use r_lightScale
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2020-05-01 21:11:13 +02:00 |
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Robert Beckebans
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c40765ef24
|
Fixed way too bright ambient lights in HDR mode
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2020-05-01 13:01:39 +02:00 |
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Robert Beckebans
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d198ec5139
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Use Astyle to format all HLSL renderprogs from now on
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2020-05-01 12:50:01 +02:00 |
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Robert Beckebans
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caa9258289
|
Optimized shadow mapping using Blue Noise sampling.
This reduces the number of shadow mapping taps from 12 to 6 while
keeping very good results.
|
2020-04-29 01:19:53 +02:00 |
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Robert Beckebans
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605944924a
|
Renamed r_useIBL to r_usePBR and fixed r_pbrDebug rendering
|
2020-04-26 10:38:28 +02:00 |
|
Robert Beckebans
|
c87e9e1711
|
Only modulate down ambient pass with SSAO
|
2020-04-25 18:30:40 +02:00 |
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Robert Beckebans
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4e9e15e65a
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PBR environment BRDF sampling is more correct now.
The implementation is very close to Blender's Eevee output.
|
2020-04-25 16:46:03 +02:00 |
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Robert Beckebans
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1c828aee6f
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Added Blue Noise based Filmic Dithering by Timothy Lottes and Chromatic Aberration
|
2020-04-22 22:49:24 +02:00 |
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Robert Beckebans
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f06484bc61
|
Fixed too weak specular with HDR
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2020-04-22 22:48:25 +02:00 |
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Robert Beckebans
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16f4188e2b
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Improved r_hdrDebug which shows F-stops like in Filament
|
2020-04-20 20:48:13 +02:00 |
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Robert Beckebans
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f92c3776ff
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Fixed Crash with ImGui when changing the resolution
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2020-04-16 21:48:18 +02:00 |
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Robert Beckebans
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1972bcdad4
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Added second interaction shader path for PBR so old materials don't look glossy
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2020-04-16 18:08:50 +02:00 |
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Robert Beckebans
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56a2ec0dfc
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Added HACK to look for PBR maps with the suffix _rmao
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2020-04-13 17:31:07 +02:00 |
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Robert Beckebans
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0f8ee906da
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Experimental changes to test PBR texture set
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2020-03-28 17:56:12 +01:00 |
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Robert Beckebans
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fa3df4e2d2
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Fixed OpenGL backend, Added r_usePBR to toggle Image Based Lighting
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2019-11-22 18:25:33 +01:00 |
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Robert Beckebans
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4a6af2d609
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Applied new Astyle settings
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2019-11-11 20:27:44 +01:00 |
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Robert Beckebans
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ab5b233e8e
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Fixed dynamic shadows on Vulkan. Enabled PBR GGX for interaction shaders
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2019-11-11 20:07:33 +01:00 |
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Robert Beckebans
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d4576f7cc5
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Merge branch 'IBL-environment-probes2' into vulkan
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2019-10-31 21:05:11 +01:00 |
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Robert Beckebans
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e692c5f8f4
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Fixed vertex shader attributes layout for GPU Skinning in the depth pass
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2019-10-31 16:42:24 +01:00 |
|
Robert Beckebans
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b8d28c426c
|
Fixed shader loading problems
|
2019-10-30 18:08:37 +01:00 |
|
Robert Beckebans
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60f330874d
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PBR metal workflow texture support for IBL
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2019-10-19 22:33:02 +02:00 |
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Robert Beckebans
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21bdc82d13
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IBL indirect lighting test
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2019-10-19 22:25:02 +02:00 |
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Robert Beckebans
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e6498e2975
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Tweaked HDR/ambient
|
2019-10-19 22:14:51 +02:00 |
|
Robert Beckebans
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76555219d4
|
Tweaked HDR parameters
|
2019-10-19 22:13:25 +02:00 |
|
Robert Beckebans
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bd8dedca16
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Added ambient pass to make game less dark
|
2019-10-19 22:11:44 +02:00 |
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Robert Beckebans
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49eb54d1ad
|
First time Vulkan can render a map without light interactions
|
2018-11-03 12:01:03 +01:00 |
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Robert Beckebans
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ce0f6ff258
|
.vertex and .pixel shaders renamed for VS syntax highlighting
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2018-10-28 11:03:54 +01:00 |
|
Robert Beckebans
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b8ffe6f6c0
|
Fixed too bright Bink decoding in HDR mode
|
2018-10-13 19:46:31 +02:00 |
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Robert Beckebans
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8a99249cfd
|
Astyle
|
2016-07-03 15:40:03 +02:00 |
|
Philip Woods
|
708e91ce44
|
Fixed shader errors to get program to load
|
2016-06-22 16:00:07 -04:00 |
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Robert Beckebans
|
f01738a429
|
Added missing BRDF.inc to renderprogs manifest. #286
|
2016-01-20 19:31:48 +01:00 |
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Robert Beckebans
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fb618feeca
|
Always render 2D GUIs in sRGB color space
|
2016-01-18 22:21:32 +01:00 |
|
Robert Beckebans
|
9c324b53d1
|
Corrected ARM BRDF formula. Thanks SmileTheory
|
2016-01-17 13:41:26 +01:00 |
|
Robert Beckebans
|
8f1512dc5e
|
Tweaked HDR tone mapping and linear RGB bugfixes
|
2016-01-17 12:49:04 +01:00 |
|
Robert Beckebans
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d50c93f26f
|
Added r_exposure and tweaked lighting
|
2016-01-14 00:59:41 +01:00 |
|
Robert Beckebans
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f82b700598
|
Improved linear RGB lighting and added ACES tonemap
|
2016-01-13 20:33:16 +01:00 |
|
Robert Beckebans
|
a96eb702b5
|
Merge remote-tracking branch 'RBDOOM-3-BFG/PBR' into HDR-linearRGB
Conflicts:
base/renderprogs/global.inc
base/renderprogs/interaction.pixel
base/renderprogs/interactionSM.pixel
|
2016-01-11 20:06:21 +01:00 |
|
Robert Beckebans
|
29f5488c89
|
Merge branch 'SSGI' into HDR-linearRGB
Conflicts:
base/renderprogs/global.inc
base/renderprogs/interactionAmbient.pixel
neo/renderer/OpenGL/gl_Image.cpp
neo/renderer/RenderProgs_embedded.h
|
2016-01-11 19:35:34 +01:00 |
|
Robert Beckebans
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05da7306d4
|
More SSGI and SSAO bugfixes
|
2016-01-11 19:00:20 +01:00 |
|
Robert Beckebans
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dec7944856
|
SSGI and SSAO bugfixes
|
2016-01-10 23:47:16 +01:00 |
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Robert Beckebans
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3c9bc63f61
|
SSGI radiosity blur
|
2016-01-10 17:20:38 +01:00 |
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Robert Beckebans
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9e4b6188cc
|
Screen Space Global Illumination first step
|
2016-01-09 22:24:57 +01:00 |
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Robert Beckebans
|
e8826caae8
|
Hierarchical depth buffer for SSAO works
|
2016-01-09 16:23:49 +01:00 |
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Robert Beckebans
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d9f9db3b37
|
Framework for hierarchical depth buffer optimization
|
2016-01-09 13:38:49 +01:00 |
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Robert Beckebans
|
94c28fa8ff
|
Working Alchemy SSAO shaders
|
2016-01-08 19:30:21 +01:00 |
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Robert Beckebans
|
8a861c7914
|
Render SSAO to offscreen FBO
|
2016-01-06 22:37:16 +01:00 |
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Robert Beckebans
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9f83e84f6f
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Added bilateral blur to SSAO
|
2016-01-02 23:59:44 +01:00 |
|
Robert Beckebans
|
e555e83119
|
SSAO experiment
|
2016-01-02 19:28:49 +01:00 |
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Robert Beckebans
|
08c7b35fd1
|
Normals-only G-Buffer for screen space effects
|
2015-12-31 18:11:34 +01:00 |
|
Robert Beckebans
|
a3c2be7235
|
Fixed ambient light so muzzleflash doesn't look like shit in Ultimate BFG
|
2015-12-31 12:11:11 +01:00 |
|
Robert Beckebans
|
2e0fd4ac4a
|
Misc fixes
|
2015-12-30 14:28:37 +01:00 |
|
Robert Beckebans
|
523410e8cf
|
Merge branch 'SMAA' into HDR-linearRGB
|
2015-12-30 13:32:05 +01:00 |
|
Robert Beckebans
|
e1195615a3
|
Added SMAA shaders to renderprogs manifest
|
2015-12-30 12:22:05 +01:00 |
|
Robert Beckebans
|
a74956208e
|
Lighting in linear RGB. One step closer to PBR
|
2015-12-30 11:01:57 +01:00 |
|
Robert Beckebans
|
195f8082b8
|
Merge branch 'SMAA' into HDR-linearRGB
Conflicts:
base/renderprogs/global.inc
neo/renderer/RenderProgs_GLSL.cpp
neo/renderer/RenderProgs_embedded.h
|
2015-12-30 10:08:25 +01:00 |
|
Robert Beckebans
|
127b2ed5e8
|
Finally, Crytek's SMAA works at leat in SMAA 1x mode
|
2015-12-28 23:22:58 +01:00 |
|
Robert Beckebans
|
0b5d931e1e
|
SMAA debugging
|
2015-12-28 21:36:25 +01:00 |
|
Robert Beckebans
|
3bb28ab144
|
SMAA neighborhood blending shader
|
2015-12-28 13:34:39 +01:00 |
|
Robert Beckebans
|
794f9ae5e1
|
SMAA blending weight calculation shader
|
2015-12-28 11:42:11 +01:00 |
|
Robert Beckebans
|
43b0cb2415
|
SMAA edge detection shader
|
2015-12-27 17:45:41 +01:00 |
|
Robert Beckebans
|
e332dd07d6
|
SMAA step one
|
2015-12-26 16:11:47 +01:00 |
|
Robert Beckebans
|
65589354c5
|
Added unmodified SMAA shader
|
2015-12-26 15:30:07 +01:00 |
|
Robert Beckebans
|
6aa87784a3
|
Tweaked HDR/ambient
|
2015-12-25 12:03:59 +01:00 |
|
Robert Beckebans
|
ad0ff8ec8d
|
Tweaked HDR/ambient
|
2015-12-24 18:47:16 +01:00 |
|
Robert Beckebans
|
5556231d71
|
Tweaked HDR parameters
|
2015-12-24 18:47:16 +01:00 |
|
Robert Beckebans
|
6c4ebf6a75
|
Added ambient pass to make game less dark
|
2015-12-24 18:47:16 +01:00 |
|
Robert Beckebans
|
da7eedf04d
|
Added filmic post process effects
|
2015-12-23 13:53:21 +01:00 |
|
Robert Beckebans
|
a38bfe949e
|
Fixed renderprogs _manifest.lua
|
2015-12-22 18:03:44 +01:00 |
|
Robert Beckebans
|
5e2f7375ac
|
Tweaked chromatic burning bloom
|
2015-12-22 17:53:18 +01:00 |
|
Robert Beckebans
|
f7fc5b59ab
|
Misc linear RGB experiments
|
2015-12-21 14:12:03 +01:00 |
|
Robert Beckebans
|
a378e73823
|
Merge remote-tracking branch 'RBDOOM-3-BFG/gamma-correction' into HDR-linearRGB
Conflicts:
base/renderprogs/global.inc
neo/renderer/tr_local.h
|
2015-12-21 13:27:12 +01:00 |
|
Robert Beckebans
|
51cac2394f
|
Merge branch 'master' into gamma-correction
|
2015-12-21 13:00:52 +01:00 |
|
Robert Beckebans
|
2d8a0b3536
|
Tweaked tone mapping and implemented r_hdrDebug view
|
2015-12-21 11:39:19 +01:00 |
|
Robert Beckebans
|
b746c06bef
|
Added missing renderprogs
|
2015-12-20 21:52:38 +01:00 |
|
Robert Beckebans
|
be030e5548
|
Workarounds for Mesa. closes #256 #245
|
2015-11-23 14:01:59 +01:00 |
|
Robert Beckebans
|
05f06b7131
|
sRGB gamma correct rendering experiment
|
2015-04-12 11:11:03 +02:00 |
|
Robert Beckebans
|
96aff1e923
|
r_useSRGB fixes
|
2015-03-24 01:11:30 +01:00 |
|