Magnus Norddahl
d65d462268
- add some comments to shadowmap.fp
2018-10-04 01:29:25 +02:00
Magnus Norddahl
36946a47fe
- fix diagonal linear shadow map artifact
2018-10-04 00:46:17 +02:00
Christoph Oelckers
797f88a6c8
- some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
2018-10-03 13:45:54 +02:00
Christoph Oelckers
c8852b8fea
- enabled the linear shadowmap filter.
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Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
2018-09-29 13:23:40 +02:00
Christoph Oelckers
86c7e87767
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-29 12:59:11 +02:00
Magnus Norddahl
3b8b312fae
- clamp the software light to never get brighter than the initial light level
2018-09-23 17:58:17 +02:00
Christoph Oelckers
bc1e659c7b
Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
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This reverts commit 8b26b6dd1e
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This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Christoph Oelckers
8b26b6dd1e
- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer.
2018-09-06 19:14:30 +02:00
Christoph Oelckers
5e39890118
- use a uniform buffer for per-scene data like rotation matrices.
2018-09-02 18:40:36 +02:00
Magnus Norddahl
d121fa21bf
- add gl_dither for toggling dithered output on and off
2018-08-08 21:58:23 +02:00
Magnus Norddahl
31addbc859
- use a texture for the dither matrix
2018-08-08 00:54:12 +02:00
Rachael Alexanderson
07c9db682d
- change 'halfstep' in the dither shader to a #define
2018-08-07 17:06:05 -04:00
Rachael Alexanderson
1cfed9de45
- expand the dither matrix from 4x4 to 8x8
2018-08-06 23:00:20 -04:00
Rachael Alexanderson
0cfe79d85d
- further math tweaks
2018-08-06 21:51:23 -04:00
Rachael Alexanderson
cdd77ad5fa
- fix up a bit of math on the dither shader
2018-08-06 21:37:45 -04:00
Magnus Norddahl
7362070504
- add dithering to present shader
2018-08-07 03:03:40 +02:00
Christoph Oelckers
4a7b1aada7
Merge remote-tracking branch 'remotes/origin/modern'
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# Conflicts:
# wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
Magnus Norddahl
8a500a25f5
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
2018-07-15 23:01:40 +02:00
Christoph Oelckers
124fe63d00
Merge branch 'master' into modern
2018-07-14 10:24:41 +02:00
alexey.lysiuk
c29651da95
- restored initial grayscale conversion in fragment shader
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Accidental change of red color multiplier was discovered during investigation of https://forum.zdoom.org/viewtopic.php?t=61126
2018-07-02 17:31:48 +03:00
Magnus Norddahl
8eb825e25a
- fix some postprocess bugs
2018-06-30 16:44:09 +02:00
Magnus Norddahl
32d837cdf1
Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess
2018-06-24 17:57:02 +02:00
Magnus Norddahl
b2fad453fa
- change tonemaps to steps
2018-06-23 19:25:49 +02:00
Christoph Oelckers
1967165633
- move view and projection matrices to DrawInfo.
2018-06-21 21:02:14 +02:00
Christoph Oelckers
4937848123
- refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
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This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00
Christoph Oelckers
612fb40f3a
- don't use uniforms related to fixed colormaps for other things.
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The fixed colormap is a per-scene global setting that normally does not need to change ever during rendering of a scene so it's easily shoved aside into a static uniform buffer.
Having to change this buffer for inconsequential stuff should be avoided, especially when there's other uniforms that are just as good to hold these values.
2018-06-14 21:28:03 +02:00
Christoph Oelckers
ce50b0e46b
- read sampler bindings from the shader instead of tagging along a large amount of support data.
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Works for most shaders, except SSAO.
2018-06-13 17:44:49 +02:00
Christoph Oelckers
d2dea17e81
- specify vertex attributes in the shader source for Vulkan compatibility.
2018-06-13 08:40:04 +02:00
Christoph Oelckers
ad7aaa8f2a
- specify fragment output locations in the shader source.
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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
832e7818c8
- rewrote the blur shader so that it works the same way as the rest
2018-06-12 22:14:44 +02:00
Magnus Norddahl
49073489e5
- uniform buffers for the fxaa, blur and bloom shaders
2018-06-11 22:06:46 +02:00
Magnus Norddahl
48f753061a
- uniform buffers for the present and shadowmap shaders
2018-06-11 21:42:09 +02:00
Magnus Norddahl
6fcc79d72a
- uniform buffers for the tonemap shaders
2018-06-11 21:18:20 +02:00
Magnus Norddahl
2bde741a7e
- Uniform buffer for colormap shader
2018-06-11 21:03:55 +02:00
Magnus Norddahl
d22fb24e28
- Uniform buffers for lens shader
2018-06-11 20:58:20 +02:00
Magnus Norddahl
763c5c9769
- change ssao pass to use an uniform block
2018-06-11 20:48:43 +02:00
Christoph Oelckers
cce6c9a085
- fixed precision issue with dot product.
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Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product
2018-05-24 20:31:44 +02:00
Christoph Oelckers
1266339c0f
- fixed shader compilation.
2018-05-19 21:17:58 +02:00
Christoph Oelckers
3dc6ddbcc3
- check light direction in the shader.
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There are situations where lights on the wrong side of a linedef may be passed and those need to be skipped in the shader code.
2018-05-19 19:20:45 +02:00
Christoph Oelckers
286846a8ec
2D must consider brightmaps.
2018-04-27 08:59:59 +02:00
Christoph Oelckers
94e8d59dde
- implemented shader support for rendering the SW renderer canvas with legacy OpenGL.
2018-04-08 13:05:20 +02:00
Christoph Oelckers
221beec979
- added palette shader and fixed a few things.
2018-04-07 12:17:23 +02:00
Christoph Oelckers
b34d7f9e08
- added a software scene drawer to the GL renderer.
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It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Christoph Oelckers
a001a5304d
- removed the old software renderer framebuffers for Windows
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This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +02:00
Christoph Oelckers
832df6d43a
- implemented desaturation for the legacy GL renderer's 2D.
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A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
2018-03-30 18:14:42 +02:00
Christoph Oelckers
811d96e07e
D3D 2D code refactored but not tested yet.
2018-03-29 23:21:25 +02:00
Christoph Oelckers
a40e085a46
- 2D drawer implementation complete for hardware renderer.
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This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
2018-03-29 16:21:21 +02:00
Christoph Oelckers
70b6754299
- implemented the 2D drawer for the hardware renderer. Not tested yet.
2018-03-28 21:38:00 +02:00
Christoph Oelckers
25999c1c6a
- looks like the 2D drawer sources did not get committed...
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- This also adds the missing draw modes to the GLSL shader.
2018-03-28 19:07:43 +02:00
Christoph Oelckers
d9f6546c16
- removed Shader Model 1.4 support.
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The only hardware ever to support this is ATI's R200 which has been deprecated by ATI before Vista got released, and is no longer a relevant target.
2018-03-26 22:03:33 +02:00