samuncle
cb8017cae1
clamping values to avoid pink specularity
2014-12-10 03:02:36 +01:00
Vincent Lejeune
a8ce996047
Revert "Simplify sunlight shadow shader."
...
This reverts commit cc7f95163c
.
2014-12-09 21:20:55 +01:00
Vincent Lejeune
cc7f95163c
Simplify sunlight shadow shader.
2014-12-09 19:00:21 +01:00
Vincent Lejeune
c91c04c862
Same for shadow blur pass
2014-12-09 18:54:27 +01:00
Vincent Lejeune
b24fd621a5
Precompute coefficient in gaussian blur pass
2014-12-09 18:43:48 +01:00
Vincent Lejeune
d97b9f2d0e
Clamp SpecularIBL value on positive range
2014-12-09 01:33:58 +01:00
Vincent Lejeune
2667791621
Tweak IBL
2014-12-08 19:36:23 +01:00
Vincent Lejeune
72fdf816e7
Fix Importance sampling
2014-12-08 19:16:26 +01:00
Vincent Lejeune
2b0680d92d
Use texture buffer instead of uniform for samples
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Should fix nvidia glsl error
2014-12-08 18:24:43 +01:00
Vincent Lejeune
6041c48fbe
Source DiffuseIBL algorithm
2014-12-07 21:37:16 +01:00
Vincent Lejeune
a320eebece
Cleanup tonemap shader
2014-12-07 21:27:26 +01:00
Vincent Lejeune
a094bbae19
Factorize DiffuseIBL and SpecularIBL
2014-12-07 19:10:22 +01:00
Vincent Lejeune
e491422bdc
Weight sample in importance sampling
2014-12-07 18:26:51 +01:00
Vincent Lejeune
1e2656dc88
Use clamp instead of max(0, dot(normalized, normalized))
...
Should help GLSL compiler to optimize them.
2014-12-05 17:51:18 +01:00
Vincent Lejeune
8f3b8cf448
Implement specular IBL properly
2014-12-05 16:42:49 +01:00
Vincent Lejeune
fd2da4085b
Rename some shader to improve their meaning
2014-12-05 00:20:16 +01:00
Vincent Lejeune
23b781e7dd
Move glossmap formula to getspecular shader
2014-12-05 00:09:15 +01:00
Vincent Lejeune
354dad7392
Fix an error when indirect instancing is not supported
2014-12-01 01:46:50 +01:00
samuncle
91736e1941
Add the support for emit map. For the moment it's only for solid objects
2014-11-22 15:59:22 +01:00
Vincent Lejeune
d426a395bb
Use old formula for glossmap
2014-11-22 02:03:20 +01:00
Vincent Lejeune
f3a637fb99
Fix sun area light
2014-11-21 02:44:27 +01:00
Vincent Lejeune
79e5e9f880
Revert "Use f0 in fresnel schlick"
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This reverts commit acdafc5566
.
2014-11-21 02:09:02 +01:00
Vincent Lejeune
593f462ec5
Revert "Use color for specular"
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This reverts commit fcba1dab86
.
2014-11-21 02:09:00 +01:00
Vincent Lejeune
4a8afd2d40
Implement sun as an disk area light.
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Solid angle is defaulted to sun's one.
2014-11-21 01:54:30 +01:00
Vincent Lejeune
fcba1dab86
Use color for specular
2014-11-20 22:57:32 +01:00
Vincent Lejeune
acdafc5566
Use f0 in fresnel schlick
2014-11-20 22:51:22 +01:00
Vincent Lejeune
bcd3452b70
Remove bubble shaders
2014-11-20 22:05:19 +01:00
Vincent Lejeune
a78b889b05
Modelise Beer Lambert absorption for fog
2014-11-20 21:23:33 +01:00
Vincent Lejeune
c594295288
Tweak shadow blur
2014-11-18 03:44:45 +01:00
Vincent Lejeune
c2859d24ce
Improved shadow stability
2014-11-15 21:27:15 +01:00
Vincent Lejeune
448f254a2b
Fixes
2014-11-15 21:02:24 +01:00
Vincent Lejeune
a7b8ba13cd
Add shader content
2014-11-15 20:43:44 +01:00
Vincent Lejeune
7e3c2c4897
Add a shader to blur shadow
2014-11-15 20:37:47 +01:00
Vincent Lejeune
687bb6e065
Spare a few lds inst
2014-11-15 19:18:07 +01:00
Vincent Lejeune
6cc721eaf9
Use CS for gaussian6
2014-11-15 01:11:26 +01:00
samuncle
ffb76788a9
Minor tweak with transluscent material
2014-11-13 18:02:25 +01:00
samuncle
1bd3ee24c6
Add a description to the shader
2014-11-12 01:22:33 +01:00
samuncle
f39ae90b6e
merge with trunk + try to adapt to the new blur system
2014-11-12 00:08:21 +01:00
Vincent Lejeune
192ed8a486
Fix classic fog
2014-11-11 22:43:25 +01:00
Vincent Lejeune
09fa1ee3cb
Implement scattering for point light
2014-11-11 22:36:27 +01:00
Vincent Lejeune
bd4fe57524
Use fog start value to determine density
2014-11-11 21:52:54 +01:00
Vincent Lejeune
84affec451
Change fog equation
2014-11-10 22:08:12 +01:00
Vincent Lejeune
85bbc0f8b8
Use variable sigma for blur filter
2014-11-10 21:32:04 +01:00
samuncle
e20d8bdcdf
Merge branch 'master' of https://github.com/supertuxkart/stk-code into lensflare
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Keep lens flare updated with trunk
2014-11-08 01:51:40 +01:00
Vincent Lejeune
04d313671c
Fix sqrt(int) in diffuseenvmap
2014-11-08 01:02:46 +01:00
Vincent Lejeune
5eefe0c0ad
Make envmap reflexion less blurry
2014-11-08 00:57:49 +01:00
samuncle
2a440bb2cb
minor modification to the blueish mood of lens flare
2014-11-07 16:20:39 +01:00
samuncle
1e547652f7
Merge branch 'master' of https://github.com/supertuxkart/stk-code into lensflare
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Keep lens flare updated with master
2014-11-07 16:14:11 +01:00
Vincent Lejeune
909948c9a4
Implement depth histogram to position cascade split
2014-11-07 13:42:13 +01:00
Vincent Lejeune
cacb008ae6
Prepare compute shader to stretch lightcoord
2014-11-07 13:42:13 +01:00
samuncle
52bc4cebd4
Add the lensflare shader
2014-11-04 21:15:18 +01:00
Vincent Lejeune
92ecd01e61
Make cascade split modifiable
2014-11-04 20:53:32 +01:00
samuncle
d7caebe847
enable vignette during races
2014-11-03 21:53:44 +01:00
Vincent Lejeune
ddecd23472
Tweak values
2014-11-02 19:07:02 +01:00
Vincent Lejeune
ebe11370a2
Reenable bluring
2014-11-02 16:30:44 +01:00
Vincent Lejeune
c5186e3ab3
Use depth in exp space
2014-11-02 16:26:46 +01:00
Vincent Lejeune
b975b63eea
Use proper depth linear value
2014-11-02 16:00:41 +01:00
Vincent Lejeune
f5a44c0a19
Take more sample
2014-11-02 02:42:44 +01:00
Vincent Lejeune
9113aa7a39
Implement Exponential Shadow map
2014-11-02 02:36:10 +01:00
Vincent Lejeune
7679213e26
Use exp algorithm for the gaussian blur
2014-11-02 02:35:02 +01:00
Vincent Lejeune
6aed902ae0
Store depth in color buffer instead of depth
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This allows for instance to blur it using already existing shaders
2014-11-01 22:38:38 +01:00
Vincent Lejeune
ee687440c7
Increase shadow filtering
2014-10-29 18:57:39 +01:00
Vincent Lejeune
794ab54b7a
Clamp lodval
2014-10-24 00:41:34 +02:00
Vincent Lejeune
9ca4d7e3e6
Improve ibl specular reflexion using mipmap chain
2014-10-22 14:49:06 +02:00
Vincent Lejeune
2f45266c6f
Fix position of speedmeter
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Only need to get the texture
2014-10-17 18:51:41 +02:00
Vincent Lejeune
ce7f017adf
Some fixes
2014-10-17 18:43:39 +02:00
Vincent Lejeune
ea3cc141ff
Fix grass in azdo mode
2014-10-08 01:01:28 +02:00
Vincent Lejeune
9de7d11ee4
Fix bloom effect on mesa
2014-10-07 00:00:16 +02:00
Vincent Lejeune
20ea7ca271
GI use sun color value
2014-10-06 22:51:41 +02:00
vlj
b10f1a3ef2
Tweak envmap
2014-10-06 02:29:18 +02:00
vlj
c7b98c4e6c
Emulate envmap specular reflexion
2014-10-06 02:19:21 +02:00
Vincent Lejeune
44792a1490
Fix splatting
2014-10-05 22:46:02 +02:00
Vincent Lejeune
0db951f374
Try to emulate enery conservation
2014-10-05 21:53:06 +02:00
Vincent Lejeune
300a09746f
Additionnal fixes
2014-10-05 21:45:56 +02:00
Vincent Lejeune
a8161288a9
Convert remaining shaders
2014-10-05 20:47:13 +02:00
Vincent Lejeune
9f2b66d195
Use specmap on others mats
2014-10-05 20:37:49 +02:00
Vincent Lejeune
0121ae8db6
Use specmap value
2014-10-05 02:30:01 +02:00
Vincent Lejeune
88954a5d88
Prepare shader for specmap value
2014-10-05 02:12:04 +02:00
vlj
30dda3e343
Fix sky warp
2014-10-02 02:53:31 +02:00
vlj
2236e8dd1c
Fix extra respawning particles
2014-10-01 01:19:49 +02:00
vlj
58e1b73752
Fix bloom computation
2014-09-24 01:19:37 +02:00
Vincent Lejeune
5643e38886
Some factorisation for non instanced path
2014-09-20 19:28:06 +02:00
Vincent Lejeune
b3e124b93e
Some fixes
2014-09-20 18:48:22 +02:00
Vincent Lejeune
b034049a28
Support for 3 tex mats
2014-09-19 23:09:22 +02:00
Vincent Lejeune
24cd727899
Add glossytex to textures
2014-09-19 19:54:00 +02:00
Vincent Lejeune
1d2c77d86a
Use ProjectionViewMatrix in glow_object.vert
2014-09-17 02:12:28 +02:00
Vincent Lejeune
b769e46a00
Use texture instead of image in SSAO.
2014-09-16 15:18:29 +02:00
Vincent Lejeune
4c6df4821d
Revert "Do not allow specvalue to be below 0."
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This reverts commit 6b4430caaa
.
2014-09-16 00:37:49 +02:00
Vincent Lejeune
fbb71bca7e
Revert "Fix negative value inside tonemap"
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This reverts commit 16dc973faa
.
2014-09-16 00:37:37 +02:00
Vincent Lejeune
b5598fda57
Revert "Force non negative value in bloom"
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This reverts commit cb922ed4db
.
2014-09-16 00:37:23 +02:00
vlj
cb922ed4db
Force non negative value in bloom
2014-09-15 22:11:53 +02:00
Vincent Lejeune
16dc973faa
Fix negative value inside tonemap
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It should be checked before but since it's not always reproducible.
2014-09-15 01:10:12 +02:00
Vincent Lejeune
6b4430caaa
Do not allow specvalue to be below 0.
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Just in case it shouldnt be possible anyway.
2014-09-15 01:06:15 +02:00
Vincent Lejeune
7c54ac4d81
Fix second texcoord in instanced_object_pass.vert
2014-09-14 23:07:10 +02:00
Vincent Lejeune
dea23d7a69
Properly reapply HD3000 particle fix
2014-09-10 18:57:40 +02:00
Vincent Lejeune
e77b5dddeb
Revert "Forgot to fix a particle shader for hd3000"
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This reverts commit 48fcea8ee8
.
2014-09-10 18:57:03 +02:00
Vincent Lejeune
48fcea8ee8
Forgot to fix a particle shader for hd3000
2014-09-10 18:09:38 +02:00
Vincent Lejeune
8fd97615f3
Fix particle for hd3000
2014-09-10 01:42:51 +02:00
Vincent Lejeune
94cd8d5c51
Avoid some useless computation in some vert shaders
2014-09-05 23:41:12 +02:00
Vincent Lejeune
1e172dbf33
Fix glowobject frag shader
2014-09-05 22:17:57 +02:00
vlj
3083df450f
Gather object in instanced calls
2014-09-02 23:23:23 +02:00
Vincent Lejeune
99b110cc99
Use uvec2 instead of sampler2D
2014-08-29 01:30:19 +02:00
vlj
5878cb35ec
Implement runtime detection of srgb bindless fix
2014-08-28 22:02:12 +02:00
vlj
53c52470ee
Use one call for each shadow cascade instead of a big one.
2014-08-26 21:56:16 +02:00
Vincent Lejeune
bf5410b793
Add unlit instanced shader
2014-08-26 20:34:59 +02:00
Vincent Lejeune
cad1efbff1
Add instanced detail shader
2014-08-26 20:34:37 +02:00
Vincent Lejeune
0960f090dc
Add instanced spheremap shader
2014-08-26 20:34:26 +02:00
Vincent Lejeune
7bff68870c
Read sampler from attributes.
2014-08-24 21:50:59 +02:00
Vincent Lejeune
6ac3d69471
Play with bindless textures
2014-08-22 23:48:28 +02:00
Vincent Lejeune
547018f0ab
Port PointLight shader
2014-08-22 00:30:14 +02:00
vlj
f77695c098
Add Tangent/Bitangent in instanced object shader.
2014-08-15 17:15:19 +02:00
Vlj
7fbe529e6f
Forget to add Tangent/BiTangent with pre 330
2014-08-15 02:14:30 +02:00
Vlj
d3ec1a27ce
Completly unroll the loop
2014-08-15 00:02:43 +02:00
Vlj
4829b8ddd8
Manually unroll rh shader
2014-08-14 23:58:11 +02:00
Vincent Lejeune
f9c692052e
Try a fix for nvidia and GI
2014-08-14 21:26:16 +02:00
Vincent Lejeune
8117260bf6
Factorise attribute location of simulation program.
2014-08-13 22:26:52 +02:00
Vincent Lejeune
dc02eec7b6
Port particle rendering shaders too.
2014-08-13 21:04:03 +02:00
Vincent Lejeune
22137eee88
Port UI shaders.
2014-08-13 20:25:56 +02:00
Vincent Lejeune
70b0fce50c
Add support for instanced normal map mesh.
2014-08-13 19:20:40 +02:00
Vincent Lejeune
292aa0cbc4
Factorize FullScreen shaders invocations.
2014-08-13 02:01:29 +02:00
Vincent Lejeune
020e939e2b
Normalize normals in normal view.
2014-08-09 21:24:50 +02:00
Vincent Lejeune
c546b25ae9
Fix perspective in normal view.
2014-08-09 21:19:26 +02:00
Vincent Lejeune
c07aed260a
Visualize vertex normals in normal view.
2014-08-09 21:09:31 +02:00
Vincent Lejeune
bcc2196ccf
Fix SSAO on splatting material.
2014-08-09 20:05:49 +02:00
vlj
496269e73b
Make SSAO param changeable.
2014-08-09 18:51:52 +02:00
Vincent Lejeune
8db09a55cd
Add Splatting RSM shader type.
2014-08-08 01:07:55 +02:00
vlj
60f76ee612
Fix RSM
2014-08-07 22:45:25 +02:00
vlj
6c3aeceb51
Fix GI
...
It was using wrong swizzle for depth texture.
2014-08-07 22:32:42 +02:00
Vincent Lejeune
95fb3ea580
Add support moving texture in rsm.
2014-08-07 20:44:33 +02:00
Vincent Lejeune
e932638aef
Port sunlight* shaders to singleton.
2014-08-07 20:07:03 +02:00
Vincent Lejeune
87bf242164
Fix shadows for unlit with alpha ref.
2014-08-07 02:12:13 +02:00
Vincent Lejeune
858b789419
Support vertex color for alpha ref material.
2014-08-07 02:11:55 +02:00
Vincent Lejeune
c0d57100a7
Enable ref + vertex color for unlit mat.
2014-08-07 01:50:53 +02:00
Vincent Lejeune
79fba1779e
Port stkbillboard to singleton shader
2014-08-07 00:52:44 +02:00
Vincent Lejeune
ca30bf7d5a
Add screen fallback in case no ubo are here.
2014-08-02 01:02:06 +02:00
Vincent Lejeune
09d0c2eef5
Forget a shader + remove shader output
2014-08-02 00:56:36 +02:00
Vincent Lejeune
58c094917e
Use an header included in every shaders.
2014-08-02 00:50:56 +02:00
Vincent Lejeune
f9c7c3db5e
Try a fix for intel and kart selection screen.
2014-07-30 01:25:27 +02:00
Vincent Lejeune
a35c33e4f6
Remove ambient
...
It's already added in the diffuse env pass
2014-07-29 23:56:48 +02:00
hiker
c322c507da
Fix shader error (vlj, please check).
2014-07-22 13:28:12 +10:00
vlj
4e079b0e14
Fixes shader errors reported by Auria
2014-07-17 02:17:49 +02:00
vlj
23bc1f9344
Remove use of texture2d in rh.frag
2014-07-17 02:11:04 +02:00
vlj
40a7ab0780
Raise one of ssao tolerance value.
2014-07-17 00:12:54 +02:00
vlj
9230cab9dd
Add shadow for instanced grass.
2014-07-15 00:02:17 +02:00
vlj
ffe77e4aa4
Port instanced pass2 shaders to singleton
2014-07-14 23:41:47 +02:00
Vincent Lejeune
62bf54b8f3
Simplify displace handling
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Should be faster now
2014-07-14 18:54:40 +02:00
Vincent Lejeune
f2acac7230
Inadverly inverted shadow and shadow_grass.vert
2014-07-13 21:37:12 +02:00
Vincent Lejeune
54b1ce39e4
Add Grass shadows.
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For non instancing object.
2014-07-13 21:33:44 +02:00
Vincent Lejeune
7b9fc60f9c
Factorise grass material
2014-07-13 18:56:17 +02:00
Vincent Lejeune
55a5185796
Avoid drawing negative color with splatting material.
2014-07-12 21:25:11 +02:00
Vincent Lejeune
d7139920ed
Fix position reconstruction formula in ssao
2014-07-12 19:54:52 +02:00
vlj
822c8725dd
Remove rimlight material
2014-07-10 01:02:52 +02:00
vlj
481a5bd0d0
Fix bubble shader with glsl < 330.
2014-07-09 17:49:47 +02:00
vlj
4c3db6ca59
Mix texture for displace.
2014-07-09 03:41:08 +02:00
Vincent Lejeune
ac55a70c83
Mimic previous motion blur behavior
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Depending on zypper + mask on center.
2014-07-09 02:29:49 +02:00
Vincent Lejeune
aec31b28dd
Merge remote-tracking branch 'origin/VAOGatherer'
2014-07-09 02:17:25 +02:00
samuncle
1ecaea18b2
Add a fade out to avoid bokeh on distant objects (stars, moon, planet, background mountain)
2014-07-09 01:21:31 +02:00
vlj
6276cafba2
Use global VAO for rendering
2014-07-08 18:31:46 +02:00
Vincent Lejeune
d961a9a8bc
Fix vertex color for object_pass2
2014-07-08 01:35:04 +02:00
Vincent Lejeune
746e910e46
Remove some Motion Blur unused vars
2014-07-07 19:25:41 +02:00
Vincent Lejeune
f23f7b05e5
Turn motion blur into camera space motion blur
2014-07-07 18:44:25 +02:00
vlj
fd5061057d
Fix for instanced object with default material.
2014-07-02 22:37:51 +02:00
vlj
d5c91dcfe4
Remove Untextured material.
2014-07-02 22:37:51 +02:00
vlj
475d738d4b
Merge remote-tracking branch 'origin/NewRTTMinimap'
2014-07-02 00:24:03 +02:00
vlj
b861c3fb73
Use fixed attribute location for instanced objects.
2014-06-29 22:19:10 +02:00
vlj
bc7e2cd517
Some cleanups
2014-06-29 16:26:12 +02:00
Vincent Lejeune
8f59d8cac0
Add a weight for vignette.
2014-06-28 00:20:44 +02:00
vlj
bde17a28d5
Fix for GL 3.1 context
2014-06-27 20:58:52 +02:00
Marianne Gagnon
394fb9be9b
Merge branch 'master' into NewRTTMinimap
2014-06-26 20:23:02 -04:00
vlj
79838bffe3
Add 50% transparency to minimap.
2014-06-26 00:46:55 +02:00
vlj
a93b96d0b1
Use UBO matrixes in displace.
2014-06-25 01:22:03 +02:00
vlj
8e6fba3185
Some fixes
2014-06-24 23:57:29 +02:00
vlj
948c5e8aa2
Use explicit attribute location.
...
Should help implementing basevertex later, and simplify vao creation a
lot.
2014-06-24 23:17:41 +02:00
vlj
edc38c9933
Use object_pass.vert for transparent objects.
2014-06-24 22:20:01 +02:00
vlj
d2fc258124
Tweak ssao (again)
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Random factor is less perdicable, no more spiral.
2014-06-23 01:03:55 +02:00
vlj
f76cd6e7a9
Implement bilateral with fragment codepath.
2014-06-22 18:04:46 +02:00
vlj
8f5dd6edae
Some tweak to ssao.
2014-06-22 18:04:46 +02:00
Vincent Lejeune
3219e564d0
Implemented bilateral for compute path.
2014-06-22 18:04:45 +02:00
vlj
7e8486d670
Merge remote-tracking branch 'origin/shadowdebug'
2014-06-22 02:21:15 +02:00
Vincent Lejeune
71969acd22
Use a precomputed invmatrix in gi.frag
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(General) matrix inversion is costly, it's better if it's done a single
time on cpu. Improve performance.
2014-06-20 23:10:31 +02:00
Vincent Lejeune
32e6942b55
Merge branch 'master' into shadowdebug
2014-06-18 01:02:51 +02:00
Vincent Lejeune
e2ef26e667
Add wireframe frustrum view.
2014-06-18 00:27:03 +02:00
hiker
f1c8fcc6d4
Fix 1366.
2014-06-15 22:14:50 +10:00
samuncle
08369d1fcb
Added a new particle system for the torches and bring back the vignette
2014-06-14 00:42:57 +02:00
hiker
89d8a19dab
Fixed shader compilation errors.
2014-06-11 09:11:07 +10:00
vlj
8cbeca44fd
Add a way to display shadow map.
2014-06-08 22:18:32 +02:00
vlj
e959d6c857
MLAA: Use srgb for auxiliary buffer.
2014-06-08 03:28:24 +02:00
vlj
9bc89e0f40
Lower MLAA threshold.
2014-06-08 03:06:20 +02:00
vlj
588ec08bc1
Merge branch 'CS'
2014-06-05 03:33:02 +02:00
vlj
eb45954684
Implement Gaussian blur using Compute Shader
...
The filters are ~3.5 time faster with CS.
2014-06-05 03:19:18 +02:00
Vincent Lejeune
cead5081be
Fix MLAA
2014-06-05 02:56:25 +02:00
Vincent Lejeune
5f1413e140
Merge branch 'master' into NewRTTWidget
2014-06-05 01:30:45 +02:00
vlj
f0b3cbfcd0
Gather bloom effect to avoid extra texture read.
...
I have a .5ms win here...
2014-06-03 20:46:01 +02:00
vlj
55ddffaf54
Another round of big triangle port.
2014-06-03 20:28:42 +02:00
vlj
e5a5c78045
Use a big triangle instead of 2 to cover full screen.
...
This allows to rasterize a single primitive instead of two, and avoid
trashing the cache between the 2 triangles drawing.
2014-06-03 19:56:59 +02:00
vlj
d4fe539385
Do not write specular value in gi/diffuseenvmap
2014-06-03 17:40:21 +02:00
vlj
e571afc43b
Speed up SSAO again
...
Use log2(xy) = log2(x) + log2(y), and approximate log2(alpha) =
log2(previous alpha) + .5.
Log2 is indeed a costly instruction.
2014-06-03 03:41:05 +02:00
vlj
164ffa2b4f
Spped up SSAO
...
Avoid using cos/sin too much, use sum of cos/sin formula instead.
2014-06-03 03:14:39 +02:00
Vincent Lejeune
44f70454ad
Fix dof overwriting alpha value.
2014-05-30 02:32:01 +02:00
Marianne Gagnon
7e9252e5b3
Merge branch 'master' into NewRTTWidget
2014-05-29 20:00:58 -04:00
vlj
40df4afc74
Support some debug option for GI
2014-05-28 07:47:06 +02:00
vlj
af16682a9e
Add GI support
2014-05-28 07:47:06 +02:00
Vincent Lejeune
5caf028a71
Add RH support
2014-05-28 07:47:06 +02:00
Vincent Lejeune
180bd939e0
Add RSM support
2014-05-28 07:47:06 +02:00
vlj
2cf9bb6d2c
Use UBO in MLAA
2014-05-25 03:21:08 +02:00
vlj
670c25dd26
Return alpha value in tonemap.
2014-05-25 03:13:19 +02:00
samuncle
bffc615a49
Tweak the scattering value to reduce the effect
2014-05-21 02:36:48 +02:00
Stephen Just
f4992b80fc
Fix errors when compiling shaders with UBOs disabled
2014-05-19 09:57:31 -06:00
Vincent Lejeune
0ccac4c552
Forget to remove some unused shaders.
2014-05-18 19:59:03 +02:00
Vincent Lejeune
eca3999d52
Do some cleaning
2014-05-18 19:56:25 +02:00
Vincent Lejeune
838b44fc00
Remove Cautics effect
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It's not used anywhere and I have no way to test it so it's useless.
2014-05-18 19:28:53 +02:00
vlj
32b2359f21
Spheremap: Flip y and add light.
2014-05-18 03:39:53 +02:00
vlj
a2e1724389
Use correct mapping for spheremap
2014-05-18 03:19:18 +02:00
vlj
dc7e6cb99f
Revert to spheremapped reflection
2014-05-18 03:01:24 +02:00
vlj
9c98012e09
Fix dof and transparent fog.
2014-05-17 03:09:21 +02:00
vlj
883b39591f
Width and height are passed by UBO
2014-05-17 02:39:55 +02:00
vlj
229b461a6c
SSAO: Less abrupt transition
2014-05-14 03:26:43 +02:00
vlj
1d4bcd5ade
SSAO: Increase beta constant to avoid error
2014-05-14 02:27:17 +02:00
vlj
86c8b9f83d
Some tweaking to make ssao more apparent
2014-05-14 02:12:18 +02:00
vlj
0ccac5d316
Replace texture2D by texture in dof.frag
2014-05-14 00:59:51 +02:00
Vincent Lejeune
59484ea09a
DS buffer is not linear and cant be mipmapped
...
Use the method provided by SAO paper (ie convert to linear and then
mipmap)
2014-05-13 19:40:30 +02:00
vlj
26d48cdad0
SSAO: Stronger blur + tweak param
...
Use another algorithm to have gaussian blur that lets us customise
radius more easily.
2014-05-12 23:59:17 +02:00
vlj
bba9e3ca2c
Add a 17 tap blur filter
...
and use it for SSAO
2014-05-12 20:49:47 +02:00
vlj
8e17ae90b6
Resolution independent ssao
2014-05-12 20:13:12 +02:00
Vincent Lejeune
96babc81ad
Reenable custom light radius
2014-05-12 19:37:00 +02:00
vlj
23ba597a1c
SSAO: Use int rounding
2014-05-12 18:39:33 +02:00
vlj
229b72f84a
Render SSAO at fullscreen resolution.
2014-05-12 01:06:33 +02:00
vlj
4fcec02123
Remove ssao depth guard.
2014-05-12 00:34:44 +02:00
vlj
7e1625da5e
Tweak SSAO params.
2014-05-12 00:30:36 +02:00
vlj
f8544493b6
Improve SSAO perf
2014-05-12 00:14:50 +02:00
vlj
11b7d20ad8
Use the mipmap trick to speed up ssao.
2014-05-12 00:03:42 +02:00
Vincent Lejeune
567974aeed
Use dFdX/dFdY to compute normals in SSAO.
2014-05-11 18:09:48 +02:00
Vincent Lejeune
e5410e23a2
Use Alchemy SSAO
2014-05-11 18:00:30 +02:00
Vincent Lejeune
648d076e00
Premultiply alpha for particles too.
2014-05-10 20:58:43 +02:00
Vincent Lejeune
6936f30b36
Premultiply alpha for billboards.
2014-05-10 20:49:30 +02:00
Vincent Lejeune
a73f03a2c4
Make use of gl_amd_vertex_shader_layer when available
2014-05-08 01:16:02 +02:00
vlj
fd7399d983
Use instancing to expand shadows instead of GS
2014-05-07 23:57:07 +02:00
Stephen Just
efb85943d1
Fix for #1297 . DoF shader compiles in mesa now. The other problem noted
...
in the issue was just texture compression + intel.
2014-05-05 07:59:20 -06:00
Vincent Lejeune
d316263660
Tweak light extent again to improve perf
2014-05-05 01:46:57 +02:00
Vincent Lejeune
d6d7c6179c
Simplify pointlight.vert
2014-05-04 19:46:21 +02:00
Vincent Lejeune
94ae8fb21e
Use a more tighly fitting quad for pointlights.
2014-05-04 19:21:09 +02:00
vlj
35df307c3f
Tweak light extend.
2014-05-03 23:44:27 +02:00
vlj
5e62347d11
Fix attempt for #1308
2014-05-03 17:36:27 +02:00
vlj
2a1623d8ca
Use a more efficient screen to view conversion
...
Also use the opportunity to use UBO where possible.
2014-05-02 18:11:34 +02:00
vlj
2f1578ba32
Potential fix for #1305
2014-05-02 13:54:23 +02:00
Vincent Lejeune
18aa119890
Tweak light attenuation.
...
Doesnt really change the look of the light but reduce their extent.
2014-04-27 18:31:00 +02:00
Vincent Lejeune
9ac57c3919
Tigher fit of light extent
2014-04-27 18:04:39 +02:00
Marianne Gagnon
924e09b3e9
Very slight tweak
2014-04-25 20:02:16 -04:00
vlj
2ca11c3166
Auria provided tonemap coefficients
2014-04-26 02:00:50 +02:00
vlj
3e4254b3a7
Tonemap: Use J. Hable filmic operator
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It gives better result on stk enterprise, slightly saturating blacks.
2014-04-25 17:57:10 +02:00
Vincent Lejeune
84ddd7119e
Use glPolygonOffset to remove shadow acne
...
It's a 2002 trick from M. Kilgard
2014-04-24 21:02:24 +02:00
vlj
85e720a58f
Shadow: tweak bias to remove acnee
2014-04-24 18:33:05 +02:00
vlj
ef07b25202
Make possible to tweak exposure/lwhite in adm
2014-04-24 17:47:17 +02:00
samuncle
ba3cce6046
Limit the DoF influence
2014-04-24 02:44:34 +02:00
vlj
b939d06be5
Properly add Depth of Field
2014-04-23 22:08:37 +02:00
vlj
fb56a4086f
Fix normalmap roughness
2014-04-23 18:09:48 +02:00
Vincent Lejeune
eb0c948e41
Tweak exposure/whiepoint/saturation
2014-04-23 18:09:47 +02:00
Vincent Lejeune
da15aebcda
SSAO: Clamp to 0.
2014-04-22 18:22:39 +02:00
Vincent Lejeune
6f16831d00
Revert "Some color are negative, clamp them in loglum"
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This reverts commit 43df357cfb
.
2014-04-22 18:18:18 +02:00
Vincent Lejeune
17ba0f515c
Revert "Use some realist order of magnitude of light"
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This reverts commit 2aa6676050
.
2014-04-22 02:32:42 +02:00
Vincent Lejeune
b0e56ca2b0
Use some diffent value/equation for tonemap
2014-04-22 02:29:22 +02:00
vlj
2aa6676050
Use some realist order of magnitude of light
2014-04-21 19:40:10 +02:00
vlj
d7e3976ef5
Use a less intrusive delta value
2014-04-21 19:39:39 +02:00
vlj
43df357cfb
Some color are negative, clamp them in loglum
...
I have yet to investigate how the pipeline can produce negative values
somewhere.
2014-04-21 19:29:13 +02:00
vlj
a0e63dea46
Enable tonemap.
2014-04-21 02:33:12 +02:00
vlj
2e1b0ac9f4
Avoid negative value when Yxy->RGB
2014-04-21 02:19:09 +02:00
vlj
8947242de4
Add proper tonemap, although disabled.
...
It currently generates way too much HDR.
2014-04-21 01:52:44 +02:00
vlj
878a639a84
Another ssao tweak.
2014-04-20 02:56:07 +02:00
vlj
e8b36f2490
Fix for shadow acne in chocolate.
2014-04-20 02:20:09 +02:00
vlj
87248b46f3
Tweak shadows CSM split.
2014-04-20 02:01:29 +02:00
vlj
1291d0cc93
Increase shadow fidelity.
2014-04-20 00:21:30 +02:00
vlj
a457b9f423
Shadows: Clean shaders.
2014-04-20 00:04:49 +02:00
vlj
dd3e15b298
Debug: display cascade in shadow debug mode
2014-04-19 23:57:27 +02:00
Vincent Lejeune
d7eaaf4885
Add a m_ubo_disabled switch in user config file.
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This should be used to workaround a bug in intel windows drivers.
2014-04-19 18:38:57 +02:00
vlj
c695875654
PointLight: Use a 1/(1 + d + k d^2) attenuation
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This is not physically accurate, but a 1/d^2 attenuation makes light
extend too broad, and went too high if close from the source.
2014-04-19 02:04:39 +02:00
Marianne Gagnon
e4afea5cca
Reduce rimlight effect to a more reasonable strenght
2014-04-14 19:56:26 -04:00
Vincent Lejeune
5b47891514
Apply MLAA after color_in.
2014-04-14 03:30:42 +02:00
Vincent Lejeune
ba27eb42ef
Bloom: Weight the different sized contribution.
2014-04-14 02:45:15 +02:00
Vincent Lejeune
59df5a90bc
Bloom: Tweak the threshold.
2014-04-14 02:15:28 +02:00
Vincent Lejeune
123a192963
Use half res FBO for SSAO
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SSAO is a medium frequency effect, using half res fbo is fine and
improve performance and look by doing an additionnal bilinear filtering.
Also tune up some values.
2014-04-14 01:01:36 +02:00
Vincent Lejeune
f98ff2a5fc
Fix skid mark color
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We convert the vertex color value to srgb, optimally the vertex color
should already be corrected on cpu side but it would break fallback
colors...
2014-04-13 18:00:15 +02:00
Vincent Lejeune
3cd85a829e
Compress/convert to srgb per material basis.
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This allows to remove manual conversion in normalmap shader.
2014-04-13 17:53:52 +02:00
Vincent Lejeune
59c50ebbdd
Use ITexture instead of GLuint in GLMesh
2014-04-12 22:33:27 +02:00
vlj
42482e0c41
Some more conversion
2014-04-10 23:03:57 +02:00
vlj
3a55bbe796
Generalize use of UBO.
2014-04-10 21:16:44 +02:00
Vincent Lejeune
9ba636f661
Gather View Projection and shadows matrix generation.
2014-04-10 21:16:42 +02:00
Vincent Lejeune
55489bc188
Use UBO instead of copying Shadow VP matrixes.
2014-04-08 21:45:04 +02:00
Vincent Lejeune
eb0dfb4530
Bigger light extend wrt energy.
2014-04-07 22:20:43 +02:00
vlj
e00ce85d7c
Support FresnelSchlick factor.
2014-04-07 21:35:10 +02:00
vlj
858c8c7605
Fix normalmap too
2014-04-07 21:35:10 +02:00
vlj
79c6424703
Use specularmap as glossiness map.
2014-04-07 21:35:09 +02:00
vlj
cafc07680a
Use Blinn Phong model.
2014-04-07 21:35:09 +02:00
Vincent Lejeune
0b318b9c7e
Improve quad's fit of pointlight extend
2014-04-07 21:04:03 +02:00
vlj
ca2b5a7237
Fix normal map and srgb
2014-04-07 01:03:14 +02:00
Vincent Lejeune
ca214230e3
MLAA: Load the right shader for step 2
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No wonder why it didnt work as expected before...
2014-04-04 19:42:05 +02:00
vlj
6a3556b4ba
Shaders'outputs use premultiplied alphas
2014-04-03 14:46:35 +02:00
vlj
8552ddae1c
MLAA: Fix gamma in the shaders.
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MLAA looks correct now.
2014-04-03 14:15:51 +02:00
Vincent Lejeune
964d9a25f1
Some port fixes for MLAA
2014-04-03 00:27:46 +02:00
Vincent Lejeune
33b44c8c97
Port MLAA to new pipeline.
2014-04-03 00:14:58 +02:00
Vincent Lejeune
26c797e79e
Fix kart shadows.
2014-04-02 00:09:49 +02:00