Commit graph

125 commits

Author SHA1 Message Date
Robert Beckebans
36105c277c Added missing shaders from last commit 2021-04-07 10:04:39 +02:00
Robert Beckebans
8ad90449d6 Added batch scripts 2021-03-27 14:01:54 +01:00
Robert Beckebans
97656fb9cf Defaulted r_forceAmbient to 0.4 2021-03-26 18:40:02 +01:00
Robert Beckebans
39facaa1ac Vulkan can handle FMT_R11G11B10F textures 2021-03-26 17:39:04 +01:00
Robert Beckebans
6a05d30af0 Added F1 binding for devtools.cfg 2021-03-23 21:51:39 +01:00
Robert Beckebans
7598bae2d4 devtools.cfg and modelviewer.cfg 2021-03-17 11:13:26 +01:00
Robert Beckebans
2e3e7080eb Added missing env_probe.def and misc.def for Quake lightstyles 2021-03-17 10:38:30 +01:00
Robert Beckebans
c47e3057d3 Don't blend AO with IBL in Vulkan for now 2021-02-26 23:17:29 +01:00
Robert Beckebans
58607c2cca Changed r_useOpenGL45 default to 1 on Win and updated docs 2021-02-17 20:52:36 +01:00
Robert Beckebans
96c83075aa Updated RenderProgs_embedded.h 2021-02-10 17:27:28 +01:00
Robert Beckebans
a0eb203aaf Reorganized HLSL shaders 2021-02-10 16:27:03 +01:00
Robert Beckebans
4be8e85fe0 Add octahedron shader to Lua embed manifest 2020-12-21 15:47:41 +01:00
Robert Beckebans
2498a17149 Autospawn env probes in the center of BSP areas 2020-11-30 18:27:06 +01:00
Robert Beckebans
86ff6cea87 Fixed a problem with octahedron irradiance sampling 2020-11-15 14:01:14 +01:00
Robert Beckebans
b8907b9754 Octahedron mapping hello world in IBL shader 2020-11-14 18:02:07 +01:00
numas13
71dc2bc90b Fix white soft shadows glitch
Assigning an integer to a float variable in HLSL causes undefined behaviour in RadeonSI/MESA.
2020-08-17 23:14:20 +03:00
Robert Beckebans
804c16d0a4 First step at generating multiple env probes 2020-05-16 17:40:30 +02:00
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