Commit graph

10 commits

Author SHA1 Message Date
Christoph Oelckers
f8dcb09ff0 - moved postprocessing shaders to their own folder. 2020-04-26 21:22:57 +02:00
Magnus Norddahl
15dae4cfe6 - rewrite depthblur.fp to workaround what seemed to be a bug in the NVidia driver 2019-04-16 16:17:23 +02:00
Magnus Norddahl
9d29a460de - simplify depthblur.fp into a single function 2019-04-16 08:59:29 +02:00
Magnus Norddahl
b313f91ab0 - add layout location decl to all postprocess shaders 2019-03-05 18:55:31 +01:00
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
bb79dcb634 SSAO math bug fixes 2016-10-06 07:36:49 +02:00
Magnus Norddahl
0a8cc1b74c Fix depth blur 2016-09-25 00:22:31 +02:00
Magnus Norddahl
a246b58673 Change SSAO blur to be depth aware 2016-09-25 00:19:16 +02:00