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 |
|
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 |
|
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 |
|