Christoph Oelckers
f166624eb2
- some fixes to the PP shader interface.
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The binding point needs to be part of the ShaderUniforms class because Vulkan will need this value to generate the declaration in the shader source.
There's still one issue here: Since OpenGL has no local render state, the buffer must be bound every time it is used. Once the code is better abstracted this should be moved to a higher level class that knows all associated data and how to set it up.
2018-06-12 21:43:35 +02:00
Magnus Norddahl
763c5c9769
- change ssao pass to use an uniform block
2018-06-11 20:48:43 +02:00
alexey.lysiuk
2ae8d39441
Removed all superfluous #include's
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Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
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
3f11c0562c
Add ssao quality setting
2016-09-25 00:22:38 +02:00
Magnus Norddahl
d774136282
Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
2016-09-25 00:22:32 +02:00
Magnus Norddahl
e025f6e54b
Mark portals in scene alpha channel for the SSAO pass
2016-09-25 00:22:31 +02:00
Magnus Norddahl
c7c0ffadb5
Move SSAO pass to be before translucent rendering
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Fix depth sampling location when not using fullscreen scene
2016-09-25 00:19:16 +02:00
Magnus Norddahl
09bec67821
Resolve multisampling depth in shader
2016-09-25 00:19:16 +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