Vincent Lejeune
|
7872bc7860
|
Fix image format for bilateral blur
|
2014-12-13 22:28:16 +01:00 |
|
Vincent Lejeune
|
1c05d9ef68
|
Port colored lines too
|
2014-12-11 01:44:58 +01:00 |
|
Vincent Lejeune
|
db6600a687
|
Frustrum shader is updated to new system
|
2014-12-11 01:19:17 +01:00 |
|
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
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"
This reverts commit acdafc5566 .
|
2014-11-21 02:09:02 +01:00 |
|
Vincent Lejeune
|
593f462ec5
|
Revert "Use color for specular"
This reverts commit fcba1dab86 .
|
2014-11-21 02:09:00 +01:00 |
|
Vincent Lejeune
|
4a8afd2d40
|
Implement sun as an disk area light.
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
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
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
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
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."
This reverts commit 6b4430caaa .
|
2014-09-16 00:37:49 +02:00 |
|
Vincent Lejeune
|
fbb71bca7e
|
Revert "Fix negative value inside tonemap"
This reverts commit 16dc973faa .
|
2014-09-16 00:37:37 +02:00 |
|
Vincent Lejeune
|
b5598fda57
|
Revert "Force non negative value in bloom"
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
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.
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"
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
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.
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
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)
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
(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
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 |
|