Robert Beckebans
|
3b28f7ff98
|
Fixed too bright fog in HDR mode
|
2020-05-14 17:54:39 +02:00 |
|
Robert Beckebans
|
558afdd093
|
Added Contrast Adaptive Sharpening (AMD) by Justin Marshal (IcedTech)
|
2020-05-13 21:13:43 +02:00 |
|
Robert Beckebans
|
5dedbc70a6
|
Improved filmic post processing
|
2020-05-12 23:38:32 +02:00 |
|
Robert Beckebans
|
1b3378cb94
|
Added Vogel Disk Sampling by Panos Karabelas
|
2020-05-11 23:49:04 +02:00 |
|
Robert Beckebans
|
99235ec92c
|
Optimized Filmic Dithering with precalculated Blue Noise
|
2020-05-10 22:10:32 +02:00 |
|
Robert Beckebans
|
9931fab681
|
Improved SSAO performance with Blue Noise
|
2020-05-10 15:05:46 +02:00 |
|
Robert Beckebans
|
d5e8380a5f
|
Fixed r_ssaoDebug
|
2020-05-10 12:58:14 +02:00 |
|
Robert Beckebans
|
b8e25612fb
|
Fixed several problems with the HDR light equations
|
2020-05-01 23:30:16 +02:00 |
|
Robert Beckebans
|
3f9b85d434
|
Fixed textureLod with Vulkan and tweaked IBL to use r_lightScale
|
2020-05-01 21:11:13 +02:00 |
|
Robert Beckebans
|
c40765ef24
|
Fixed way too bright ambient lights in HDR mode
|
2020-05-01 13:01:39 +02:00 |
|
Robert Beckebans
|
d198ec5139
|
Use Astyle to format all HLSL renderprogs from now on
|
2020-05-01 12:50:01 +02:00 |
|
Robert Beckebans
|
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 |
|
Robert Beckebans
|
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 |
|
Robert Beckebans
|
4e9e15e65a
|
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 |
|
Robert Beckebans
|
1c828aee6f
|
Added Blue Noise based Filmic Dithering by Timothy Lottes and Chromatic Aberration
|
2020-04-22 22:49:24 +02:00 |
|
Robert Beckebans
|
f06484bc61
|
Fixed too weak specular with HDR
|
2020-04-22 22:48:25 +02:00 |
|
Robert Beckebans
|
16f4188e2b
|
Improved r_hdrDebug which shows F-stops like in Filament
|
2020-04-20 20:48:13 +02:00 |
|
Robert Beckebans
|
f92c3776ff
|
Fixed Crash with ImGui when changing the resolution
|
2020-04-16 21:48:18 +02:00 |
|
Robert Beckebans
|
1972bcdad4
|
Added second interaction shader path for PBR so old materials don't look glossy
|
2020-04-16 18:08:50 +02:00 |
|
Robert Beckebans
|
56a2ec0dfc
|
Added HACK to look for PBR maps with the suffix _rmao
|
2020-04-13 17:31:07 +02:00 |
|
Robert Beckebans
|
0f8ee906da
|
Experimental changes to test PBR texture set
|
2020-03-28 17:56:12 +01:00 |
|
Robert Beckebans
|
fa3df4e2d2
|
Fixed OpenGL backend, Added r_usePBR to toggle Image Based Lighting
|
2019-11-22 18:25:33 +01:00 |
|
Robert Beckebans
|
4a6af2d609
|
Applied new Astyle settings
|
2019-11-11 20:27:44 +01:00 |
|
Robert Beckebans
|
ab5b233e8e
|
Fixed dynamic shadows on Vulkan. Enabled PBR GGX for interaction shaders
|
2019-11-11 20:07:33 +01:00 |
|
Robert Beckebans
|
d4576f7cc5
|
Merge branch 'IBL-environment-probes2' into vulkan
|
2019-10-31 21:05:11 +01:00 |
|
Robert Beckebans
|
e692c5f8f4
|
Fixed vertex shader attributes layout for GPU Skinning in the depth pass
|
2019-10-31 16:42:24 +01:00 |
|
Robert Beckebans
|
b8d28c426c
|
Fixed shader loading problems
|
2019-10-30 18:08:37 +01:00 |
|
Robert Beckebans
|
60f330874d
|
PBR metal workflow texture support for IBL
|
2019-10-19 22:33:02 +02:00 |
|
Robert Beckebans
|
21bdc82d13
|
IBL indirect lighting test
|
2019-10-19 22:25:02 +02:00 |
|
Robert Beckebans
|
e6498e2975
|
Tweaked HDR/ambient
|
2019-10-19 22:14:51 +02:00 |
|
Robert Beckebans
|
76555219d4
|
Tweaked HDR parameters
|
2019-10-19 22:13:25 +02:00 |
|
Robert Beckebans
|
bd8dedca16
|
Added ambient pass to make game less dark
|
2019-10-19 22:11:44 +02:00 |
|
Robert Beckebans
|
49eb54d1ad
|
First time Vulkan can render a map without light interactions
|
2018-11-03 12:01:03 +01:00 |
|
Robert Beckebans
|
ce0f6ff258
|
.vertex and .pixel shaders renamed for VS syntax highlighting
|
2018-10-28 11:03:54 +01:00 |
|
Robert Beckebans
|
b8ffe6f6c0
|
Fixed too bright Bink decoding in HDR mode
|
2018-10-13 19:46:31 +02:00 |
|
Robert Beckebans
|
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 |
|
Robert Beckebans
|
f01738a429
|
Added missing BRDF.inc to renderprogs manifest. #286
|
2016-01-20 19:31:48 +01:00 |
|
Robert Beckebans
|
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
|
d50c93f26f
|
Added r_exposure and tweaked lighting
|
2016-01-14 00:59:41 +01:00 |
|
Robert Beckebans
|
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
|
05da7306d4
|
More SSGI and SSAO bugfixes
|
2016-01-11 19:00:20 +01:00 |
|
Robert Beckebans
|
dec7944856
|
SSGI and SSAO bugfixes
|
2016-01-10 23:47:16 +01:00 |
|
Robert Beckebans
|
3c9bc63f61
|
SSGI radiosity blur
|
2016-01-10 17:20:38 +01:00 |
|
Robert Beckebans
|
9e4b6188cc
|
Screen Space Global Illumination first step
|
2016-01-09 22:24:57 +01:00 |
|