Commit graph

690 commits

Author SHA1 Message Date
Robert Beckebans
f01738a429 Added missing BRDF.inc to renderprogs manifest. #286 2016-01-20 19:31:48 +01:00
Robert Beckebans
414a426b09 VS 2015 and Windows 10 support. close #261 #271 #272 2016-01-20 00:55:30 +01:00
y2keeth
5f37c213c7 Merge remote-tracking branch 'refs/remotes/RobertBeckebans/master' 2016-01-19 06:07:46 -05:00
Robert Beckebans
fa87f5465c Updated readme/release notes 2016-01-19 00:04:13 +01:00
Robert Beckebans
facc23d956 Updated embedded shaders 2016-01-18 23:23:01 +01:00
Robert Beckebans
c158a16a93 Fixed rendering of mirrors 2016-01-18 23:21:53 +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
y2keeth
da79018740 Enables muzzle flashes
weapon world lighting enabled
2016-01-11 16:46:19 -05:00
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
Robert Beckebans
b0f5f51f4c Bugfix 2016-01-09 20:17:09 +01:00
Robert Beckebans
e8826caae8 Hierarchical depth buffer for SSAO works 2016-01-09 16:23:49 +01:00
Robert Beckebans
d9f9db3b37 Framework for hierarchical depth buffer optimization 2016-01-09 13:38:49 +01:00
Robert Beckebans
94c28fa8ff Working Alchemy SSAO shaders 2016-01-08 19:30:21 +01:00
Robert Beckebans
8a861c7914 Render SSAO to offscreen FBO 2016-01-06 22:37:16 +01:00
Robert Beckebans
9f83e84f6f 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
Robert Beckebans
08c7b35fd1 Normals-only G-Buffer for screen space effects 2015-12-31 18:11:34 +01:00
Robert Beckebans
5e7e59cfe6 Updated embedded shaders 2015-12-31 13:05:51 +01:00
Robert Beckebans
ba8097a90e Revert "Enables muzzle flashes"
This reverts commit 7a2f275c17.
2015-12-31 12:34:29 +01:00
Robert Beckebans
1f81d427fa Merge branch 'SMAA' 2015-12-31 12:27:26 +01:00
Robert Beckebans
0a6430d093 Updated README with FFmpeg 2.9 instructions 2015-12-31 12:25:12 +01:00
Robert Beckebans
81af36c09f Merge pull request #246 from y2keeth/master
world muzzle flash lights enabled
2015-12-31 12:12:26 +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
5846953302 Fixed missing multiSamples initialization for OpenGL. #276 2015-12-30 19:28:14 +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
090fbf0030 Updated readme 2015-12-30 13:09:15 +01:00
Robert Beckebans
ebc3f34650 Removed black triangles when half-lambert is enabled 2015-12-30 12:46:45 +01:00
Robert Beckebans
e1195615a3 Added SMAA shaders to renderprogs manifest 2015-12-30 12:22:05 +01:00
Robert Beckebans
e2e4295556 Replaced r_multiSamples with r_antiAliasing to switch between SMAA, MSAA ( and TXAA future) 2015-12-30 12:07:24 +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
cae1397d78 Disabled SWF Image channelScale export 2015-12-29 11:47:45 +01:00
Robert Beckebans
08f28edfb0 Disabled HDR MSAA support in favor of SMAA 2015-12-28 23:44:22 +01:00
Robert Beckebans
c4316b14a4 Reenabled filmic post effects 2015-12-28 23:33:39 +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