Magnus Norddahl
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15dae4cfe6
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- rewrite depthblur.fp to workaround what seemed to be a bug in the NVidia driver
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2019-04-16 16:17:23 +02:00 |
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Magnus Norddahl
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9d29a460de
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- simplify depthblur.fp into a single function
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2019-04-16 08:59:29 +02:00 |
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Magnus Norddahl
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b313f91ab0
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- add layout location decl to all postprocess shaders
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2019-03-05 18:55:31 +01:00 |
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Christoph Oelckers
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ce50b0e46b
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- read sampler bindings from the shader instead of tagging along a large amount of support data.
Works for most shaders, except SSAO.
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2018-06-13 17:44:49 +02:00 |
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Christoph Oelckers
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ad7aaa8f2a
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- specify fragment output locations in the shader source.
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
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2018-06-12 23:52:33 +02:00 |
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Magnus Norddahl
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763c5c9769
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- change ssao pass to use an uniform block
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2018-06-11 20:48:43 +02:00 |
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Magnus Norddahl
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bb79dcb634
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SSAO math bug fixes
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2016-10-06 07:36:49 +02:00 |
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Magnus Norddahl
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0a8cc1b74c
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Fix depth blur
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2016-09-25 00:22:31 +02:00 |
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Magnus Norddahl
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a246b58673
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Change SSAO blur to be depth aware
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2016-09-25 00:19:16 +02:00 |
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