Commit graph

164 commits

Author SHA1 Message Date
Seth Alves
8018a84e8b avoid div by zero 2019-06-04 13:00:26 -07:00
SamGondelman
27f05db825 fix ao 2019-02-18 01:12:00 -08:00
sam gateau
237fb4dc4c Shadows are completely working with settings on both pipeline 2018-12-17 17:34:47 -08:00
Sam Gateau
318bf20ede Shadow is working correctly in both pipelines 2018-12-17 00:27:07 -08:00
Sam Gateau
0166d7748a Merging with master around rc76 cut time 2018-11-15 22:52:37 -08:00
Olivier Prat
1322302b6b Default parameter tweaking 2018-10-03 14:17:24 +02:00
Olivier Prat
fe15063459 Another compilation fix 2018-10-03 09:34:31 +02:00
Olivier Prat
7124474b0e Fix ubuntu compilation 2018-10-03 09:33:40 +02:00
Olivier Prat
8ad58754da Fixed compilation on Mac, Ubuntu and Android 2018-10-03 08:41:03 +02:00
Olivier Prat
dfe9deb154 Two group of config settings for SSAO and HBAO 2018-10-02 17:47:33 +02:00
Olivier Prat
6fcd63ed64 Improved acnee issues 2018-10-02 15:08:39 +02:00
Olivier Prat
1ed0bd68b9 Small bilateral blur optim 2018-10-02 12:25:00 +02:00
Olivier Prat
6420d96149 Tried to limit banding effect 2018-10-02 11:16:23 +02:00
Olivier Prat
454531e3c3 Switched back to cos HBAO 2018-10-02 10:26:55 +02:00
Olivier Prat
7f6c9a6cc1 Switched to sin based HBAO 2018-10-01 19:22:54 +02:00
Olivier Prat
9f9fe909b0 Fixed bugs in stereo 2018-09-28 19:22:20 +02:00
Olivier Prat
086ba998c8 Some small cleanups 2018-09-28 16:41:18 +02:00
Olivier Prat
fbd158938b Put some bilateral blur computation on CPU 2018-09-28 11:31:09 +02:00
Olivier Prat
6240454c55 Switched back to half res depth when resolutionLevel>1 2018-09-28 10:33:47 +02:00
Olivier Prat
8e914fa565 Bilateral blur shader cleanup and quad split normal at occlusion resolution 2018-09-28 10:25:57 +02:00
Olivier Prat
135e10eaa2 Packed occlusion depth for faster bilateral filtering 2018-09-27 19:51:01 +02:00
Olivier Prat
1998096630 On single bilateral blur shader 2018-09-27 17:03:14 +02:00
Olivier Prat
349a8b39ad Added config parameter to switch between HBAO / SSAO 2018-09-27 16:39:42 +02:00
Olivier Prat
94a162893a Finally, a clean HBAO! 2018-09-27 10:44:06 +02:00
Olivier Prat
dee0a6afa2 Found bug with low res depth fetch in occlusion 2018-09-26 16:59:01 +02:00
Olivier Prat
9899eb6d3f Concentrating on resolution level 1 2018-09-25 15:46:07 +02:00
Olivier Prat
60f5913002 Bilateral blur taps are evaluated in shader 2018-09-25 11:06:05 +02:00
Olivier Prat
0c586edeeb Fixed for stereo 2018-09-25 10:31:24 +02:00
Olivier Prat
190996e670 Switched to full screen depth and normals 2018-09-25 10:01:30 +02:00
Olivier Prat
9cebdbd507 Separate frame buffers for each AO split 2018-09-24 19:08:37 +02:00
Olivier Prat
6704a27b12 Back to one batch 2018-09-24 14:59:57 +02:00
Olivier Prat
2e40a5f3ff Using UVs for buildNormals 2018-09-24 14:38:03 +02:00
Olivier Prat
9f0201878d Some work to try to find the odd resolution bug 2018-09-21 17:14:39 +02:00
Olivier Prat
cf739db3a5 Added AO normal to Luci 2018-09-20 18:01:02 +02:00
Olivier Prat
64b72e3538 Removed normal from bilateral blur... again 2018-09-20 11:27:00 +02:00
Olivier Prat
d5d0f056a9 Fixed for any resolution level in stereo 2018-09-20 11:15:25 +02:00
Olivier Prat
b1db7ab403 Fixed for stereo rendering with resolution level 0 2018-09-20 10:18:06 +02:00
Olivier Prat
6921e71a9a Added normal distance to bilateral filtering 2018-09-19 17:49:01 +02:00
Olivier Prat
8a11d18f0d Quarter resolution with split rendering 2018-09-19 17:24:31 +02:00
Olivier Prat
3493d40fd7 Added gather to split AO 2018-09-19 10:37:27 +02:00
Olivier Prat
03814e7653 Preparing for split rendering of HBAO directions 2018-09-18 18:33:28 +02:00
Olivier Prat
3d096d0644 Added shared header 2018-09-18 16:10:39 +02:00
Olivier Prat
9141be9124 Shader compile fix 2018-09-18 15:29:27 +02:00
Olivier Prat
60418b36d7 Preparing for halton taps 2018-09-18 15:18:06 +02:00
Olivier Prat
f7379dfcc9 Switched AO buffer to single R8 component 2018-09-18 11:54:39 +02:00
Olivier Prat
a2abf33669 Removed falloff distance as we're directly using the radius 2018-09-18 11:45:58 +02:00
Olivier Prat
c27f3dcafe Some cleanup, still trying to solve the problem 2018-09-18 08:45:04 +02:00
Olivier Prat
d0eef1b8d0 Some cleanup 2018-09-17 16:12:54 +02:00
Olivier Prat
d9e2c8df69 Fixed uniform buffer slot index in DebugAmbientOcclusion 2018-09-17 15:06:00 +02:00
Olivier Prat
6b8f47c75a Added some tweaking parameters to try to limit silhouette AO 2018-09-13 18:39:02 +02:00