Brad Davis
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c8e664a0a1
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New SPIRV Shader toolchain
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2018-10-23 10:40:12 -07:00 |
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Bradley Austin Davis
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fade3a8de0
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Fixing shader implicit type conversions
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2018-09-06 09:08:36 -07:00 |
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Brad Davis
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a1cd39f4c2
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Fix some explicit bindings that should be binding, not location
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2018-08-03 14:58:12 -07:00 |
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Brad Davis
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ae8f841912
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Shader refactoring for explicit bindings
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2018-08-03 14:58:11 -07:00 |
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Olivier Prat
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1097e666d6
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Using uniform buffer for bloom threshold
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2018-07-06 11:13:42 +02:00 |
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Olivier Prat
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39604363ea
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Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes
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2017-11-08 11:38:20 +01:00 |
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Olivier Prat
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f55d44dfc3
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Threshold now doesn't downsample anymore. Done in separate pass
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2017-10-10 17:49:35 +02:00 |
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Olivier Prat
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0261265330
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Working bloom but still visually unstable with geometry aliasing
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2017-10-09 19:17:51 +02:00 |
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Olivier Prat
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50ab73009a
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Working threshold mask and debug on Bloom
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2017-10-09 11:09:51 +02:00 |
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Olivier Prat
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27a0fb62d3
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Multiple gaussians as Unreal. First draft
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2017-10-09 09:35:38 +02:00 |
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