Christoph Oelckers
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f8dcb09ff0
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- moved postprocessing shaders to their own folder.
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2020-04-26 21:22:57 +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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1b7c42f45f
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Multisampling ssao bug fixes and split linear depth to its own buffer
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2016-10-09 06:17:48 +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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24ab13f1ce
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Fix stripes in the reconstructed normals due to down scaling
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2016-09-25 00:22:31 +02:00 |
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Magnus Norddahl
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e025f6e54b
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Mark portals in scene alpha channel for the SSAO pass
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2016-09-25 00:22:31 +02:00 |
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Magnus Norddahl
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c7c0ffadb5
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Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
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2016-09-25 00:19:16 +02:00 |
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Magnus Norddahl
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09bec67821
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Resolve multisampling depth in shader
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2016-09-25 00:19:16 +02:00 |
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Magnus Norddahl
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9076d46261
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Added SSAO pass
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2016-09-25 00:19:15 +02:00 |
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