vlj
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948c5e8aa2
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Use explicit attribute location.
Should help implementing basevertex later, and simplify vao creation a
lot.
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2014-06-24 23:17:41 +02:00 |
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vlj
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edc38c9933
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Use object_pass.vert for transparent objects.
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2014-06-24 22:20:01 +02:00 |
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vlj
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d2fc258124
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Tweak ssao (again)
Random factor is less perdicable, no more spiral.
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2014-06-23 01:03:55 +02:00 |
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vlj
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f76cd6e7a9
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Implement bilateral with fragment codepath.
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2014-06-22 18:04:46 +02:00 |
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vlj
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8f5dd6edae
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Some tweak to ssao.
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2014-06-22 18:04:46 +02:00 |
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Vincent Lejeune
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3219e564d0
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Implemented bilateral for compute path.
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2014-06-22 18:04:45 +02:00 |
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vlj
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7e8486d670
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Merge remote-tracking branch 'origin/shadowdebug'
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2014-06-22 02:21:15 +02:00 |
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Vincent Lejeune
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71969acd22
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Use a precomputed invmatrix in gi.frag
(General) matrix inversion is costly, it's better if it's done a single
time on cpu. Improve performance.
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2014-06-20 23:10:31 +02:00 |
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Vincent Lejeune
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32e6942b55
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Merge branch 'master' into shadowdebug
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2014-06-18 01:02:51 +02:00 |
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Vincent Lejeune
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e2ef26e667
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Add wireframe frustrum view.
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2014-06-18 00:27:03 +02:00 |
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hiker
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f1c8fcc6d4
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Fix 1366.
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2014-06-15 22:14:50 +10:00 |
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samuncle
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08369d1fcb
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Added a new particle system for the torches and bring back the vignette
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2014-06-14 00:42:57 +02:00 |
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hiker
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89d8a19dab
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Fixed shader compilation errors.
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2014-06-11 09:11:07 +10:00 |
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vlj
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8cbeca44fd
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Add a way to display shadow map.
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2014-06-08 22:18:32 +02:00 |
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vlj
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e959d6c857
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MLAA: Use srgb for auxiliary buffer.
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2014-06-08 03:28:24 +02:00 |
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vlj
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9bc89e0f40
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Lower MLAA threshold.
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2014-06-08 03:06:20 +02:00 |
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vlj
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588ec08bc1
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Merge branch 'CS'
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2014-06-05 03:33:02 +02:00 |
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vlj
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eb45954684
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Implement Gaussian blur using Compute Shader
The filters are ~3.5 time faster with CS.
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2014-06-05 03:19:18 +02:00 |
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Vincent Lejeune
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cead5081be
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Fix MLAA
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2014-06-05 02:56:25 +02:00 |
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Vincent Lejeune
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5f1413e140
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Merge branch 'master' into NewRTTWidget
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2014-06-05 01:30:45 +02:00 |
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vlj
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f0b3cbfcd0
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Gather bloom effect to avoid extra texture read.
I have a .5ms win here...
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2014-06-03 20:46:01 +02:00 |
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vlj
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55ddffaf54
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Another round of big triangle port.
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2014-06-03 20:28:42 +02:00 |
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vlj
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e5a5c78045
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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.
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2014-06-03 19:56:59 +02:00 |
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vlj
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d4fe539385
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Do not write specular value in gi/diffuseenvmap
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2014-06-03 17:40:21 +02:00 |
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vlj
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e571afc43b
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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.
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2014-06-03 03:41:05 +02:00 |
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vlj
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164ffa2b4f
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Spped up SSAO
Avoid using cos/sin too much, use sum of cos/sin formula instead.
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2014-06-03 03:14:39 +02:00 |
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Vincent Lejeune
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44f70454ad
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Fix dof overwriting alpha value.
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2014-05-30 02:32:01 +02:00 |
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Marianne Gagnon
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7e9252e5b3
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Merge branch 'master' into NewRTTWidget
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2014-05-29 20:00:58 -04:00 |
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vlj
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40df4afc74
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Support some debug option for GI
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2014-05-28 07:47:06 +02:00 |
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vlj
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af16682a9e
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Add GI support
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2014-05-28 07:47:06 +02:00 |
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Vincent Lejeune
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5caf028a71
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Add RH support
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2014-05-28 07:47:06 +02:00 |
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Vincent Lejeune
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180bd939e0
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Add RSM support
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2014-05-28 07:47:06 +02:00 |
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vlj
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2cf9bb6d2c
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Use UBO in MLAA
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2014-05-25 03:21:08 +02:00 |
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vlj
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670c25dd26
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Return alpha value in tonemap.
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2014-05-25 03:13:19 +02:00 |
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samuncle
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bffc615a49
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Tweak the scattering value to reduce the effect
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2014-05-21 02:36:48 +02:00 |
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Stephen Just
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f4992b80fc
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Fix errors when compiling shaders with UBOs disabled
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2014-05-19 09:57:31 -06:00 |
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Vincent Lejeune
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0ccac4c552
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Forget to remove some unused shaders.
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2014-05-18 19:59:03 +02:00 |
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Vincent Lejeune
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eca3999d52
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Do some cleaning
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2014-05-18 19:56:25 +02:00 |
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Vincent Lejeune
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838b44fc00
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Remove Cautics effect
It's not used anywhere and I have no way to test it so it's useless.
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2014-05-18 19:28:53 +02:00 |
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vlj
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32b2359f21
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Spheremap: Flip y and add light.
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2014-05-18 03:39:53 +02:00 |
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vlj
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a2e1724389
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Use correct mapping for spheremap
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2014-05-18 03:19:18 +02:00 |
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vlj
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dc7e6cb99f
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Revert to spheremapped reflection
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2014-05-18 03:01:24 +02:00 |
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vlj
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9c98012e09
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Fix dof and transparent fog.
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2014-05-17 03:09:21 +02:00 |
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vlj
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883b39591f
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Width and height are passed by UBO
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2014-05-17 02:39:55 +02:00 |
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vlj
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229b461a6c
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SSAO: Less abrupt transition
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2014-05-14 03:26:43 +02:00 |
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vlj
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1d4bcd5ade
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SSAO: Increase beta constant to avoid error
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2014-05-14 02:27:17 +02:00 |
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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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