Christoph Oelckers
|
f8dcb09ff0
|
- moved postprocessing shaders to their own folder.
|
2020-04-26 21:22:57 +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
|
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
|
00e72028ef
|
Add another gbuffer with normal data and make ssao pass use it
|
2016-10-05 07:57:27 +02:00 |
|
Magnus Norddahl
|
a246b58673
|
Change SSAO blur to be depth aware
|
2016-09-25 00:19:16 +02:00 |
|
Magnus Norddahl
|
723eb746f6
|
Add ssao random texture
|
2016-09-25 00:19:15 +02:00 |
|
Magnus Norddahl
|
9076d46261
|
Added SSAO pass
|
2016-09-25 00:19:15 +02:00 |
|