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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Robert Beckebans
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4e9e15e65a
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PBR environment BRDF sampling is more correct now.
The implementation is very close to Blender's Eevee output.
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2020-04-25 16:46:03 +02:00 |
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Robert Beckebans
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1c828aee6f
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Added Blue Noise based Filmic Dithering by Timothy Lottes and Chromatic Aberration
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2020-04-22 22:49:24 +02:00 |
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Robert Beckebans
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f06484bc61
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Fixed too weak specular with HDR
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2020-04-22 22:48:25 +02:00 |
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Robert Beckebans
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16f4188e2b
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Improved r_hdrDebug which shows F-stops like in Filament
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2020-04-20 20:48:13 +02:00 |
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Robert Beckebans
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f92c3776ff
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Fixed Crash with ImGui when changing the resolution
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2020-04-16 21:48:18 +02:00 |
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Robert Beckebans
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1972bcdad4
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Added second interaction shader path for PBR so old materials don't look glossy
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2020-04-16 18:08:50 +02:00 |
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Robert Beckebans
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56a2ec0dfc
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Added HACK to look for PBR maps with the suffix _rmao
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2020-04-13 17:31:07 +02:00 |
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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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