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
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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
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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
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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
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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