Commit graph

69 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
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
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
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
Robert Beckebans
395ef525b1 Tweaked shadowmap bias to fight shadow acne 2015-03-19 01:27:44 +01:00
Robert Beckebans
319b659302 Tweaked shadowmap bias to fight Peter Pan effect 2015-03-19 00:31:08 +01:00
Robert Beckebans
e9e0fd3c08 Implemented experimental direct physically based shading.
The implementation is similar to the one used in Marmoset Toolbag 2

See blog.selfshadow.com/publications/s2013-shading-course/ for more
information.
2014-09-27 12:25:41 +02:00