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 |
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Robert Beckebans
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b8d28c426c
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Fixed shader loading problems
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2019-10-30 18:08:37 +01:00 |
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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
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2019-10-19 22:14:51 +02:00 |
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Robert Beckebans
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76555219d4
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Tweaked HDR parameters
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2019-10-19 22:13:25 +02:00 |
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Robert Beckebans
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bd8dedca16
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Added ambient pass to make game less dark
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2019-10-19 22:11:44 +02:00 |
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Robert Beckebans
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49eb54d1ad
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First time Vulkan can render a map without light interactions
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2018-11-03 12:01:03 +01:00 |
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Robert Beckebans
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ce0f6ff258
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.vertex and .pixel shaders renamed for VS syntax highlighting
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2018-10-28 11:03:54 +01:00 |
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Robert Beckebans
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b8ffe6f6c0
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Fixed too bright Bink decoding in HDR mode
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2018-10-13 19:46:31 +02:00 |
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Robert Beckebans
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8a99249cfd
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Astyle
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2016-07-03 15:40:03 +02:00 |
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Philip Woods
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708e91ce44
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Fixed shader errors to get program to load
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2016-06-22 16:00:07 -04:00 |
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Robert Beckebans
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f01738a429
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Added missing BRDF.inc to renderprogs manifest. #286
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2016-01-20 19:31:48 +01:00 |
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Robert Beckebans
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fb618feeca
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Always render 2D GUIs in sRGB color space
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2016-01-18 22:21:32 +01:00 |
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Robert Beckebans
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9c324b53d1
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Corrected ARM BRDF formula. Thanks SmileTheory
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2016-01-17 13:41:26 +01:00 |
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Robert Beckebans
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8f1512dc5e
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Tweaked HDR tone mapping and linear RGB bugfixes
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2016-01-17 12:49:04 +01:00 |
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Robert Beckebans
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d50c93f26f
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Added r_exposure and tweaked lighting
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2016-01-14 00:59:41 +01:00 |
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Robert Beckebans
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f82b700598
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Improved linear RGB lighting and added ACES tonemap
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2016-01-13 20:33:16 +01:00 |
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Robert Beckebans
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a96eb702b5
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Merge remote-tracking branch 'RBDOOM-3-BFG/PBR' into HDR-linearRGB
Conflicts:
base/renderprogs/global.inc
base/renderprogs/interaction.pixel
base/renderprogs/interactionSM.pixel
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2016-01-11 20:06:21 +01:00 |
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Robert Beckebans
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29f5488c89
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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
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2016-01-11 19:35:34 +01:00 |
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Robert Beckebans
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05da7306d4
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More SSGI and SSAO bugfixes
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2016-01-11 19:00:20 +01:00 |
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Robert Beckebans
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dec7944856
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SSGI and SSAO bugfixes
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2016-01-10 23:47:16 +01:00 |
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Robert Beckebans
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3c9bc63f61
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SSGI radiosity blur
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2016-01-10 17:20:38 +01:00 |
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Robert Beckebans
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9e4b6188cc
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Screen Space Global Illumination first step
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2016-01-09 22:24:57 +01:00 |
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Robert Beckebans
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e8826caae8
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Hierarchical depth buffer for SSAO works
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2016-01-09 16:23:49 +01:00 |
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Robert Beckebans
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d9f9db3b37
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Framework for hierarchical depth buffer optimization
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2016-01-09 13:38:49 +01:00 |
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Robert Beckebans
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94c28fa8ff
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Working Alchemy SSAO shaders
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2016-01-08 19:30:21 +01:00 |
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Robert Beckebans
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8a861c7914
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Render SSAO to offscreen FBO
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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
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2016-01-02 23:59:44 +01:00 |
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Robert Beckebans
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e555e83119
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SSAO experiment
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2016-01-02 19:28:49 +01:00 |
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Robert Beckebans
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08c7b35fd1
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Normals-only G-Buffer for screen space effects
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2015-12-31 18:11:34 +01:00 |
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Robert Beckebans
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a3c2be7235
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Fixed ambient light so muzzleflash doesn't look like shit in Ultimate BFG
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2015-12-31 12:11:11 +01:00 |
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Robert Beckebans
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2e0fd4ac4a
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Misc fixes
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2015-12-30 14:28:37 +01:00 |
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Robert Beckebans
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523410e8cf
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Merge branch 'SMAA' into HDR-linearRGB
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2015-12-30 13:32:05 +01:00 |
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Robert Beckebans
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e1195615a3
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Added SMAA shaders to renderprogs manifest
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2015-12-30 12:22:05 +01:00 |
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Robert Beckebans
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a74956208e
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Lighting in linear RGB. One step closer to PBR
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2015-12-30 11:01:57 +01:00 |
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Robert Beckebans
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195f8082b8
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Merge branch 'SMAA' into HDR-linearRGB
Conflicts:
base/renderprogs/global.inc
neo/renderer/RenderProgs_GLSL.cpp
neo/renderer/RenderProgs_embedded.h
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2015-12-30 10:08:25 +01:00 |
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Robert Beckebans
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127b2ed5e8
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Finally, Crytek's SMAA works at leat in SMAA 1x mode
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2015-12-28 23:22:58 +01:00 |
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Robert Beckebans
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0b5d931e1e
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SMAA debugging
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2015-12-28 21:36:25 +01:00 |
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Robert Beckebans
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3bb28ab144
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SMAA neighborhood blending shader
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2015-12-28 13:34:39 +01:00 |
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Robert Beckebans
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794f9ae5e1
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SMAA blending weight calculation shader
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2015-12-28 11:42:11 +01:00 |
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Robert Beckebans
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43b0cb2415
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SMAA edge detection shader
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2015-12-27 17:45:41 +01:00 |
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Robert Beckebans
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e332dd07d6
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SMAA step one
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2015-12-26 16:11:47 +01:00 |
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Robert Beckebans
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65589354c5
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Added unmodified SMAA shader
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2015-12-26 15:30:07 +01:00 |
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Robert Beckebans
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6aa87784a3
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Tweaked HDR/ambient
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2015-12-25 12:03:59 +01:00 |
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