Commit graph

32 commits

Author SHA1 Message Date
Sam Gondelman
968ffe7ec3
Merge branch 'master' into branching 2018-11-16 10:25:02 -08:00
SamGondelman
dc9405775f more branching removal 2018-10-29 16:42:46 -07:00
SamGondelman
e8c5324e39 start removing branching 2018-10-25 11:59:04 -07:00
Olivier Prat
69ace03919 Merged with master 2018-10-24 08:27:39 +02:00
Brad Davis
c8e664a0a1 New SPIRV Shader toolchain 2018-10-23 10:40:12 -07:00
Olivier Prat
9f0201878d Some work to try to find the odd resolution bug 2018-09-21 17:14:39 +02:00
Olivier Prat
b1db7ab403 Fixed for stereo rendering with resolution level 0 2018-09-20 10:18:06 +02:00
Brad Davis
9a28e04e37 Remove all tabs from shaders 2018-09-06 08:59:07 -07:00
Brad Davis
ae8f841912 Shader refactoring for explicit bindings 2018-08-03 14:58:11 -07:00
Olivier Prat
6ec9378739 Used unjittered projection matrix for a sharper and more stable TAA 2018-04-17 15:13:03 +02:00
Olivier Prat
08146a7618 Used previous projection matrix to limit overblur 2018-04-17 11:28:59 +02:00
Olivier Prat
6f7a1eaefa Fixed correct inverse projection matrix when computing from Zeye 2018-03-29 18:05:43 -04:00
Olivier Prat
bd0e13463d Fix on unpackDeferredPosition 2018-03-29 17:06:23 -04:00
Olivier Prat
4636f43728 Simplified camera view history and TAA is now working in all circumstances. 2018-02-23 10:19:05 +01:00
Olivier Prat
ebe05d1f6f Still have to fix TAA when GPU is slower than game 2018-02-22 18:59:25 +01:00
Olivier Prat
dca7b7aaba TAA is working on HMD! Still some issues when game rate is low 2018-02-21 17:34:51 +01:00
Olivier Prat
9cb5c95fe3 Added velocity buffer to deferredLighting.qml 2018-01-26 15:05:46 +01:00
Olivier Prat
b7b478f640 Using proper inverse projection matrix in velocity buffer computation to reproject to world pos 2018-01-25 17:33:18 +01:00
samcake
e70f261de4 Adding the full code path, starting debugging the problems in hmd, 2017-09-05 18:09:46 -07:00
samcake
2f0eee5e4a introducing the Velocity buffer pass generation 2017-08-15 18:11:23 -07:00
samcake
b5296410c3 Merge branch 'master' of https://github.com/highfidelity/hifi into hdr 2016-08-18 10:20:33 -07:00
Brad Davis
cbe1f6dbf5 Allow the lighting framebuffer to use the camera correction to stabilize lights in the HMD 2016-08-12 22:28:32 -07:00
samcake
b4e5b60656 fixing ao 2016-08-03 15:45:22 -07:00
samcake
beb42332ef save the current state of adding debug and evolving the ao job 2016-07-31 16:05:25 -07:00
samcake
9332f82d54 Carrefully improving the curvature generation performances 2016-07-17 17:13:07 -07:00
samcake
d128af48db Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -07:00
samcake
bd28498833 trying to fix the curvature artefact 2016-06-21 18:25:02 -07:00
samcake
350f06465d Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
samcake
e69022285e A lot more stuff to try to see the skin scattering 2016-06-08 18:58:50 -07:00
samcake
75a5f6bd89 Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
samcake
8d90570f72 Correcting the Z sign 2016-06-06 09:29:50 -07:00
samcake
0ea1e7c6b5 Adding acleaner way to do all the deferred frame transform manipulation 2016-06-03 19:29:48 -07:00