vlj
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86c8b9f83d
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Some tweaking to make ssao more apparent
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2014-05-14 02:12:18 +02:00 |
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vlj
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0ccac5d316
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Replace texture2D by texture in dof.frag
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2014-05-14 00:59:51 +02:00 |
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Vincent Lejeune
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59484ea09a
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DS buffer is not linear and cant be mipmapped
Use the method provided by SAO paper (ie convert to linear and then
mipmap)
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2014-05-13 19:40:30 +02:00 |
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vlj
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26d48cdad0
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SSAO: Stronger blur + tweak param
Use another algorithm to have gaussian blur that lets us customise
radius more easily.
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2014-05-12 23:59:17 +02:00 |
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vlj
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bba9e3ca2c
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Add a 17 tap blur filter
and use it for SSAO
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2014-05-12 20:49:47 +02:00 |
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vlj
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8e17ae90b6
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Resolution independent ssao
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2014-05-12 20:13:12 +02:00 |
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Vincent Lejeune
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96babc81ad
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Reenable custom light radius
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2014-05-12 19:37:00 +02:00 |
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vlj
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23ba597a1c
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SSAO: Use int rounding
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2014-05-12 18:39:33 +02:00 |
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vlj
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229b72f84a
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Render SSAO at fullscreen resolution.
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2014-05-12 01:06:33 +02:00 |
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vlj
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4fcec02123
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Remove ssao depth guard.
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2014-05-12 00:34:44 +02:00 |
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vlj
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7e1625da5e
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Tweak SSAO params.
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2014-05-12 00:30:36 +02:00 |
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vlj
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f8544493b6
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Improve SSAO perf
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2014-05-12 00:14:50 +02:00 |
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vlj
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11b7d20ad8
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Use the mipmap trick to speed up ssao.
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2014-05-12 00:03:42 +02:00 |
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Vincent Lejeune
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567974aeed
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Use dFdX/dFdY to compute normals in SSAO.
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2014-05-11 18:09:48 +02:00 |
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Vincent Lejeune
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e5410e23a2
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Use Alchemy SSAO
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2014-05-11 18:00:30 +02:00 |
|
Vincent Lejeune
|
648d076e00
|
Premultiply alpha for particles too.
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2014-05-10 20:58:43 +02:00 |
|
Vincent Lejeune
|
6936f30b36
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Premultiply alpha for billboards.
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2014-05-10 20:49:30 +02:00 |
|
Vincent Lejeune
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a73f03a2c4
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Make use of gl_amd_vertex_shader_layer when available
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2014-05-08 01:16:02 +02:00 |
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vlj
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fd7399d983
|
Use instancing to expand shadows instead of GS
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2014-05-07 23:57:07 +02:00 |
|
Stephen Just
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efb85943d1
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Fix for #1297. DoF shader compiles in mesa now. The other problem noted
in the issue was just texture compression + intel.
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2014-05-05 07:59:20 -06:00 |
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Vincent Lejeune
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d316263660
|
Tweak light extent again to improve perf
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2014-05-05 01:46:57 +02:00 |
|
Vincent Lejeune
|
d6d7c6179c
|
Simplify pointlight.vert
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2014-05-04 19:46:21 +02:00 |
|
Vincent Lejeune
|
94ae8fb21e
|
Use a more tighly fitting quad for pointlights.
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2014-05-04 19:21:09 +02:00 |
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vlj
|
35df307c3f
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Tweak light extend.
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2014-05-03 23:44:27 +02:00 |
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vlj
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5e62347d11
|
Fix attempt for #1308
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2014-05-03 17:36:27 +02:00 |
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vlj
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2a1623d8ca
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Use a more efficient screen to view conversion
Also use the opportunity to use UBO where possible.
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2014-05-02 18:11:34 +02:00 |
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vlj
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2f1578ba32
|
Potential fix for #1305
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2014-05-02 13:54:23 +02:00 |
|
Vincent Lejeune
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18aa119890
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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
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Very slight tweak
|
2014-04-25 20:02:16 -04:00 |
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vlj
|
2ca11c3166
|
Auria provided tonemap coefficients
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2014-04-26 02:00:50 +02:00 |
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vlj
|
3e4254b3a7
|
Tonemap: Use J. Hable filmic operator
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
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2014-04-24 18:33:05 +02:00 |
|
vlj
|
ef07b25202
|
Make possible to tweak exposure/lwhite in adm
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2014-04-24 17:47:17 +02:00 |
|
samuncle
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ba3cce6046
|
Limit the DoF influence
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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
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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.
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2014-04-22 18:22:39 +02:00 |
|
Vincent Lejeune
|
6f16831d00
|
Revert "Some color are negative, clamp them in loglum"
This reverts commit 43df357cfb .
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2014-04-22 18:18:18 +02:00 |
|
Vincent Lejeune
|
17ba0f515c
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Revert "Use some realist order of magnitude of light"
This reverts commit 2aa6676050 .
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2014-04-22 02:32:42 +02:00 |
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Vincent Lejeune
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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
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2014-04-21 19:40:10 +02:00 |
|
vlj
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d7e3976ef5
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Use a less intrusive delta value
|
2014-04-21 19:39:39 +02:00 |
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vlj
|
43df357cfb
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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 |
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vlj
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a0e63dea46
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Enable tonemap.
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2014-04-21 02:33:12 +02:00 |
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vlj
|
2e1b0ac9f4
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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
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Another ssao tweak.
|
2014-04-20 02:56:07 +02:00 |
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