Magnus Norddahl
d126e91ded
Merge remote-tracking branch 'gzdoom/master' into lightmath
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# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
2016-09-24 08:12:12 +02:00
raa-eruanna
2339b18b01
Quick fix: prevents negative values being passed to pow.
2016-09-22 09:23:26 +02:00
raa-eruanna
72491049e0
Changes to the contrast/brightness/gamma formula for both hardware and shader gamma correction. Mainly makes a correction with the shader version where contrast/brightness being negative values would clip them inappropriately.
2016-09-22 09:23:25 +02:00
Magnus Norddahl
f7b6b1433c
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00
Magnus Norddahl
b6c64416be
Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
2016-09-21 02:04:56 +02:00
Magnus Norddahl
24f748da03
Add gbuffer pass support to FShaderManager and FRenderState
2016-09-20 02:57:57 +02:00
Magnus Norddahl
38be2333d0
Merge branch 'exposure_pass' into lightmath
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# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
2016-09-18 16:22:44 +02:00
Magnus Norddahl
8dd12c8216
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
2016-09-18 16:01:21 +02:00
Magnus Norddahl
1e2935f4e0
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-18 15:57:22 +02:00
Magnus Norddahl
f2a3b8978d
Added declaration in the shader that was missing
2016-09-17 00:30:03 +02:00
Gaerzi
d99d43aeba
Fixes to fuzz shaders
2016-09-17 00:30:03 +02:00
Magnus Norddahl
03d0b09f29
Fix depth blur
2016-09-10 22:39:09 +02:00
Magnus Norddahl
63fb604e98
Fix stripes in the reconstructed normals due to down scaling
2016-09-09 18:19:00 +02:00
Magnus Norddahl
f6bede8374
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.z
2016-09-09 09:31:30 +02:00
Magnus Norddahl
3727c5ed0f
Mark portals in scene alpha channel for the SSAO pass
2016-09-04 08:15:29 +02:00
Magnus Norddahl
dc39a006dc
Fix palette tonemap precision and compile error on Intel
2016-09-04 02:37:59 +02:00
Magnus Norddahl
e7765bb240
Move SSAO pass to be before translucent rendering
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Fix depth sampling location when not using fullscreen scene
2016-09-03 04:29:50 +02:00
Magnus Norddahl
902097d6da
Resolve multisampling depth in shader
2016-09-03 04:12:00 +02:00
Magnus Norddahl
98032bc73f
Change SSAO blur to be depth aware
2016-09-02 05:45:00 +02:00
Magnus Norddahl
5a0c61a2d5
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/scene/gl_scene.cpp
2016-09-02 02:40:44 +02:00
Christoph Oelckers
589936f570
- draw the colormap blend after postprocessing, not before it.
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- added colormap shader to postprocessing.
This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
3389a5a74e
- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)
2016-09-01 11:52:52 +02:00
Magnus Norddahl
55ea4a7729
Add ssao random texture
2016-08-30 01:09:21 +02:00
Magnus Norddahl
737e700774
Added SSAO pass
2016-08-29 13:10:22 +02:00
Magnus Norddahl
9525d3690f
Added gl_light_math and changed pixelpos + lights to be in eye space
2016-08-25 06:25:05 +02:00
alexey.lysiuk
2f893af857
Fixed palette tonemap mode for OpenGL 2.x
2016-08-24 11:44:33 +03:00
Magnus Norddahl
25645d901e
Add Palette LUT tonemap mode
2016-08-23 09:18:18 +02:00
Christoph Oelckers
250be72939
- added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening...
2016-08-22 15:31:23 +02:00
Christoph Oelckers
7ba5acfb35
- added quad drawer interface so that this part can be done without altering a vertex buffer.
...
So far it's only the framework, the new code is not active yet.
2016-08-22 14:00:25 +02:00
Magnus Norddahl
0e2d9affb2
Make sure tonemap shader never takes the sqrt of a negative number
...
Fix bug where the old hardcoded exposure bias was still being used in the uncharted2 tonemap
2016-08-16 00:22:00 +02:00
Magnus Norddahl
a8d1197ea7
Make sure we never pass a negative value to pow, and optimize gamma uniform
2016-08-16 00:01:18 +02:00
Magnus Norddahl
210fce1193
Fix bloom shader missing its target
2016-08-14 09:05:50 +02:00
Christoph Oelckers
675822004d
- use static buffer data and a uniform to handle the texture positioning of the present shader.
...
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +02:00
Magnus Norddahl
346badf25f
Moved state to FGLPostProcessState and merged vertex shaders
2016-08-06 11:51:08 +02:00
Magnus Norddahl
6fc7596d52
Fix aspect ratio and texture clipping in lens shader
2016-08-04 15:47:15 +02:00
Magnus Norddahl
6b9529d70f
Added lens distortion shader
2016-08-02 17:32:21 +02:00
Magnus Norddahl
7709db4bb0
Fix broken viewport/backbuffer location for WriteSavePic
2016-07-31 16:23:21 +02:00
alexey.lysiuk
7de242930a
Removed obsolete gamma correct shader used on macOS only
2016-07-30 15:30:35 +03:00
Magnus Norddahl
5849c83028
Added bloom and tonemap to menus
...
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8
Added tonemapping and sector based exposure control
2016-07-29 00:36:43 +02:00
Magnus Norddahl
69f52cc898
Added bloom shaders
2016-07-27 21:50:30 +02:00
Magnus Norddahl
aeb7df09de
Added hardware gamma option and improved window handling on Windows
2016-07-27 11:15:19 +02:00
Magnus Norddahl
669238db66
Fix Apple GLSL compile errors
2016-07-23 17:27:19 +02:00
Magnus Norddahl
c08fc8f5a8
Fix depth calculations for R_DoomLightingEquation and make it an exact match of what zdoom does
2016-07-23 17:27:19 +02:00
Christoph Oelckers
3334b28a02
- don't let the light go completely black with software-emulated lighting.
2016-05-04 14:30:10 +02:00
Christoph Oelckers
9f91fa8f43
- make the warp2 shader's formula match the software renderer's.
...
This fixes some jerkiness with vertical scrollers due to a bad sine period and makes the overall appearance of the effect what it was originally supposed to be. The old warp2 shader was not created by replicating the formula but by trial and error until it looked close enough.
A version of the old warp2 shader with a fixed sine period is still available as a custom hardware shader.
2016-05-04 13:47:40 +02:00
alexey.lysiuk
f9022f3054
Fixed compilation of gamma correction shader with particular OpenGL setup
2016-05-02 16:13:54 +03:00
alexey.lysiuk
333560086d
Calculate color values for gamma correction directly in shader
...
Gamma table texture is no longer needed
2016-05-02 11:24:42 +03:00
alexey.lysiuk
44b019413c
Implemented gamma correction in OS X native backend using shader effect
2016-05-02 10:04:09 +03:00
Christoph Oelckers
70bf649364
- added clip planes for line portals and mirrors. This should eliminate the remaining problems with some visible geometry in front of the portal, it is also necessary to handle sprite splitting across line portals properly.
2016-04-29 12:26:57 +02:00