Robert Beckebans
71d768cceb
Fixed all known problems with sRGB -> linear RGB conversions (fog, GUIs, screen effects)
2020-05-15 16:25:36 +02:00
Robert Beckebans
3b28f7ff98
Fixed too bright fog in HDR mode
2020-05-14 17:54:39 +02:00
Robert Beckebans
558afdd093
Added Contrast Adaptive Sharpening (AMD) by Justin Marshal (IcedTech)
2020-05-13 21:13:43 +02:00
Robert Beckebans
5dedbc70a6
Improved filmic post processing
2020-05-12 23:38:32 +02:00
Robert Beckebans
1b3378cb94
Added Vogel Disk Sampling by Panos Karabelas
2020-05-11 23:49:04 +02:00
Robert Beckebans
99235ec92c
Optimized Filmic Dithering with precalculated Blue Noise
2020-05-10 22:10:32 +02:00
Robert Beckebans
9931fab681
Improved SSAO performance with Blue Noise
2020-05-10 15:05:46 +02:00
Robert Beckebans
d5e8380a5f
Fixed r_ssaoDebug
2020-05-10 12:58:14 +02:00
Robert Beckebans
b8e25612fb
Fixed several problems with the HDR light equations
2020-05-01 23:30:16 +02:00
Robert Beckebans
3f9b85d434
Fixed textureLod with Vulkan and tweaked IBL to use r_lightScale
2020-05-01 21:11:13 +02:00
Robert Beckebans
c40765ef24
Fixed way too bright ambient lights in HDR mode
2020-05-01 13:01:39 +02:00
Robert Beckebans
d198ec5139
Use Astyle to format all HLSL renderprogs from now on
2020-05-01 12:50:01 +02:00
Robert Beckebans
caa9258289
Optimized shadow mapping using Blue Noise sampling.
...
This reduces the number of shadow mapping taps from 12 to 6 while
keeping very good results.
2020-04-29 01:19:53 +02:00
Robert Beckebans
605944924a
Renamed r_useIBL to r_usePBR and fixed r_pbrDebug rendering
2020-04-26 10:38:28 +02:00
Robert Beckebans
c87e9e1711
Only modulate down ambient pass with SSAO
2020-04-25 18:30:40 +02:00
Robert Beckebans
4e9e15e65a
PBR environment BRDF sampling is more correct now.
...
The implementation is very close to Blender's Eevee output.
2020-04-25 16:46:03 +02:00
Robert Beckebans
1c828aee6f
Added Blue Noise based Filmic Dithering by Timothy Lottes and Chromatic Aberration
2020-04-22 22:49:24 +02:00
Robert Beckebans
f06484bc61
Fixed too weak specular with HDR
2020-04-22 22:48:25 +02:00
Robert Beckebans
16f4188e2b
Improved r_hdrDebug which shows F-stops like in Filament
2020-04-20 20:48:13 +02:00
Robert Beckebans
f92c3776ff
Fixed Crash with ImGui when changing the resolution
2020-04-16 21:48:18 +02:00
Robert Beckebans
1972bcdad4
Added second interaction shader path for PBR so old materials don't look glossy
2020-04-16 18:08:50 +02:00
Robert Beckebans
56a2ec0dfc
Added HACK to look for PBR maps with the suffix _rmao
2020-04-13 17:31:07 +02:00
Robert Beckebans
0f8ee906da
Experimental changes to test PBR texture set
2020-03-28 17:56:12 +01:00
Robert Beckebans
fa3df4e2d2
Fixed OpenGL backend, Added r_usePBR to toggle Image Based Lighting
2019-11-22 18:25:33 +01:00
Robert Beckebans
4a6af2d609
Applied new Astyle settings
2019-11-11 20:27:44 +01:00
Robert Beckebans
ab5b233e8e
Fixed dynamic shadows on Vulkan. Enabled PBR GGX for interaction shaders
2019-11-11 20:07:33 +01:00
Robert Beckebans
d4576f7cc5
Merge branch 'IBL-environment-probes2' into vulkan
2019-10-31 21:05:11 +01:00
Robert Beckebans
e692c5f8f4
Fixed vertex shader attributes layout for GPU Skinning in the depth pass
2019-10-31 16:42:24 +01:00
Robert Beckebans
b8d28c426c
Fixed shader loading problems
2019-10-30 18:08:37 +01:00
Robert Beckebans
60f330874d
PBR metal workflow texture support for IBL
2019-10-19 22:33:02 +02:00
Robert Beckebans
21bdc82d13
IBL indirect lighting test
2019-10-19 22:25:02 +02:00
Robert Beckebans
e6498e2975
Tweaked HDR/ambient
2019-10-19 22:14:51 +02:00
Robert Beckebans
76555219d4
Tweaked HDR parameters
2019-10-19 22:13:25 +02:00
Robert Beckebans
bd8dedca16
Added ambient pass to make game less dark
2019-10-19 22:11:44 +02:00
Robert Beckebans
49eb54d1ad
First time Vulkan can render a map without light interactions
2018-11-03 12:01:03 +01:00
Robert Beckebans
ce0f6ff258
.vertex and .pixel shaders renamed for VS syntax highlighting
2018-10-28 11:03:54 +01:00
Robert Beckebans
b8ffe6f6c0
Fixed too bright Bink decoding in HDR mode
2018-10-13 19:46:31 +02:00
Robert Beckebans
8a99249cfd
Astyle
2016-07-03 15:40:03 +02:00
Philip Woods
708e91ce44
Fixed shader errors to get program to load
2016-06-22 16:00:07 -04:00
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
Robert Beckebans
f6f02b7c71
Merge branch 'master' of github.com:RobertBeckebans/RBDOOM-3-BFG
2014-08-02 14:36:52 +02:00
Robert Beckebans
f7e3f4b34d
Shadersync from private project
2014-08-02 14:36:46 +02:00
BielBdeLuna
2bd87d1a88
ambient fix works
2014-07-29 12:10:43 +02:00
Jonathan Gray
79b8e04e95
avoid an implicit type conversion in a shader
...
renderprogs/interactionSM.pixel does not compile with the Mesa
shader compiler due to a an implicit type conversion.
This gives a console warning on a release build and fatally
asserts on an debug build:
0:135(19): error: could not implicitly convert operands to arithmetic operator
Avoid this by changing an int declaration to a float.
2014-07-20 21:25:24 +10:00
Robert Beckebans
4c7451aee3
Added extract_resources.cfg for modding purposes
2014-05-22 11:35:47 +02:00
Robert Beckebans
952907fa77
ATI hotfix for shadow mapping. #116
2014-05-17 10:53:14 +02:00
Robert Beckebans
54c31bff8f
Fixed r_shadowMapJitterScale for Poisson disc algorithm
2014-05-16 22:32:56 +02:00
Robert Beckebans
c17773306c
Revert "Changed r_useShadowMapping 1: medium+faster, 2: high quality"
...
This reverts commit 87b0040f92
.
Conflicts:
neo/renderer/RenderSystem_init.cpp
neo/renderer/tr_backend_draw.cpp
neo/renderer/tr_local.h
2014-05-16 21:50:49 +02:00
Robert Beckebans
ef9869972d
Improved shadow mapping performance using randomly rotated Poisson discs
2014-05-16 21:33:39 +02:00
Robert Beckebans
e13fc0f4e9
Added cvar r_useHalfLambertLighting to make it optional, it requires reloadShaders
2014-05-15 16:37:55 +02:00
Robert Beckebans
75d6e89876
Made interactionSM shader sampler loop to use r_shadowMapSamples many iterations
2014-05-14 18:57:53 +02:00