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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e75ab8ed09
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- fix wrong fog color used for ssao when using multisampling
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2019-05-05 23:23:47 +02:00 |
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Magnus Norddahl
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67490d13cb
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- add gl_ssao_debug mode showing the depth
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2019-04-16 05:29:32 +02:00 |
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Magnus Norddahl
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558760c090
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- fix the gl_ssao_debug cvar
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2019-04-16 03:32:54 +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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00e72028ef
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Add another gbuffer with normal data and make ssao pass use it
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2016-10-05 07:57:27 +02:00 |
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Magnus Norddahl
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d774136282
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Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
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2016-09-25 00:22:32 +02:00 |
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Magnus Norddahl
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a246b58673
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Change SSAO blur to be depth aware
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2016-09-25 00:19:16 +02:00 |
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