Christoph Oelckers
|
ce50b0e46b
|
- read sampler bindings from the shader instead of tagging along a large amount of support data.
Works for most shaders, except SSAO.
|
2018-06-13 17:44:49 +02:00 |
|
Christoph Oelckers
|
ad7aaa8f2a
|
- 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.
|
2018-06-12 23:52:33 +02:00 |
|
Magnus Norddahl
|
763c5c9769
|
- change ssao pass to use an uniform block
|
2018-06-11 20:48:43 +02:00 |
|
Magnus Norddahl
|
1b7c42f45f
|
Multisampling ssao bug fixes and split linear depth to its own buffer
|
2016-10-09 06:17:48 +02:00 |
|
Magnus Norddahl
|
bb79dcb634
|
SSAO math bug fixes
|
2016-10-06 07:36:49 +02:00 |
|
Magnus Norddahl
|
24ab13f1ce
|
Fix stripes in the reconstructed normals due to down scaling
|
2016-09-25 00:22:31 +02:00 |
|
Magnus Norddahl
|
e025f6e54b
|
Mark portals in scene alpha channel for the SSAO pass
|
2016-09-25 00:22:31 +02:00 |
|
Magnus Norddahl
|
c7c0ffadb5
|
Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
|
2016-09-25 00:19:16 +02:00 |
|
Magnus Norddahl
|
09bec67821
|
Resolve multisampling depth in shader
|
2016-09-25 00:19:16 +02:00 |
|
Magnus Norddahl
|
9076d46261
|
Added SSAO pass
|
2016-09-25 00:19:15 +02:00 |
|