Robert Beckebans
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d5b9fbc7e8
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Fixed crash in glslang when compiling new lightgrid shaders
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2021-04-29 12:52:40 +02:00 |
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Robert Beckebans
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0b4be8c73a
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Added interpolation of the 3 nearest reflection probes
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2021-04-28 15:44:33 +02:00 |
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Robert Beckebans
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167085385b
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Fixed bad lighting with objects behind the area light grid bounds
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2021-04-27 19:14:55 +02:00 |
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Robert Beckebans
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b96b085d04
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Don't use 1 pixel border for non-lightgrid octahedrons
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2021-04-27 14:15:11 +02:00 |
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Robert Beckebans
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dcf9cc4e6d
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Store irradiance probe resolution and border size
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2021-04-26 16:31:04 +02:00 |
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Robert Beckebans
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8d1e7c5afd
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Lowered irradiance probe resolution to ( 16 + 2 )^2
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2021-04-23 00:36:14 +02:00 |
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Robert Beckebans
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f3ee2baac8
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Enable linear filtering for octahedron lightgrid probes
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2021-04-23 00:21:22 +02:00 |
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Robert Beckebans
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03c5e0273b
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Small bugfixes and r_useHDR 1 is now fixed for OpenGL
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2021-04-18 21:20:29 +02:00 |
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Robert Beckebans
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6bad4df47e
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Lowered film grain intensity
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2021-04-17 21:07:39 +02:00 |
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Robert Beckebans
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5c03286448
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Move light grid sampling origins around if in solid like q3map1 did
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2021-04-16 21:16:44 +02:00 |
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Robert Beckebans
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25b14756bb
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Use first valid lightgrid of viewEntity areas
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2021-04-15 21:28:50 +02:00 |
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Robert Beckebans
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15a9411161
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Changed lightgrid texture layout
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2021-04-15 18:06:50 +02:00 |
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Robert Beckebans
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2752432416
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Use dynamic light grid size in shaders
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2021-04-15 16:09:39 +02:00 |
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Robert Beckebans
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0596300c45
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Combined lightgrid trilerp with IBL PBR lighting
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2021-04-15 15:01:31 +02:00 |
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Robert Beckebans
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884658d6dd
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Added lightgrid debug shader
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2021-04-15 13:11:27 +02:00 |
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Robert Beckebans
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7d2f35ab9a
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Only do parallax correction test for local cubemaps
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2021-04-10 17:23:04 +02:00 |
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Robert Beckebans
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d8188cf90b
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Fixed problems with Mesa GLSL compiler
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2021-04-10 16:55:54 +02:00 |
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Robert Beckebans
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5d26aaddb3
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Added parallax correction for local cubemaps
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2021-04-09 22:28:09 +02:00 |
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Robert Beckebans
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36105c277c
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Added missing shaders from last commit
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2021-04-07 10:04:39 +02:00 |
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Robert Beckebans
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8ad90449d6
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Added batch scripts
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2021-03-27 14:01:54 +01:00 |
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Robert Beckebans
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97656fb9cf
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Defaulted r_forceAmbient to 0.4
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2021-03-26 18:40:02 +01:00 |
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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
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Improved filmic post processing
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2020-05-12 23:38:32 +02:00 |
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Robert Beckebans
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1b3378cb94
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Added Vogel Disk Sampling by Panos Karabelas
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2020-05-11 23:49:04 +02:00 |
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Robert Beckebans
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99235ec92c
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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
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Fixed several problems with the HDR light equations
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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
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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
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Optimized shadow mapping using Blue Noise sampling.
This reduces the number of shadow mapping taps from 12 to 6 while
keeping very good results.
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2020-04-29 01:19:53 +02:00 |
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Robert Beckebans
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605944924a
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Renamed r_useIBL to r_usePBR and fixed r_pbrDebug rendering
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2020-04-26 10:38:28 +02:00 |
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Robert Beckebans
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c87e9e1711
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Only modulate down ambient pass with SSAO
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2020-04-25 18:30:40 +02:00 |
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