Commit graph

27 commits

Author SHA1 Message Date
SamGondelman
ac7e8623bf quiet shader warnings 2018-04-20 18:25:30 -07:00
Olivier Prat
705b475d0c Merged with master 2018-01-16 15:07:20 +01:00
Olivier Prat
3382a35c3f Fixed bug due to incorrect discard of fragments with no local lights 2018-01-16 12:13:45 +01:00
Olivier Prat
6af6b5fe41 evalLocalLighting function created in LightLocal.slh 2018-01-15 12:02:29 +01:00
Olivier Prat
ca776fb9b4 Added LightLocal.slh to centralize shading with local lights 2018-01-15 11:36:52 +01:00
Olivier Prat
053bd2ba98 Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
Sam Gateau
48b4b5f49c Fixing the bug appearing on Nvidia 284.76 2017-07-05 18:39:09 +02:00
sam
2427a16d6e clean up and less changes 2016-12-09 03:05:25 -08:00
sam
914fc7fca8 rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug 2016-12-09 02:58:09 -08:00
sam
7a97570949 Debugging the amd shader???? 2016-12-09 02:12:31 -08:00
samcake
d851278acd FIx the highlight issue, the gloss 2 is actually roughnees to the power of 4 2016-12-08 15:04:57 -08:00
sam
310e26011f Fix the lighting problem at the outline of the shapes, use the depth buffer instead of the Linear depth buffer 2016-12-05 00:47:50 -08:00
samcake
ba88db1b14 Tried many different things to narrow down the issue of the corrupted memory, it seems to be linked to the grid dimendsions somehow, i m now forcing to reassign the frustum grid dimension on the 10th iteration which seems to fix the issue.... 2016-10-05 18:28:19 -07:00
samcake
8c561eaa44 trying to whipe these buffer cleans but doesn;t seems to make a different in release, it is working clena in debug ... keep on looking 2016-10-04 18:19:42 -07:00
samcake
c72b330821 Simple change to the get cluster interface 2016-10-03 15:34:54 -07:00
sam
deab1db39a FIxed the flickering bug and make a better debuging view to control the overlap 2016-10-03 02:53:41 -07:00
sam
9a492b3a88 refining the voxelizatoion, tracking one bug where light flickers 2016-10-02 03:43:55 -07:00
samcake
0475833e3b Friday night state, down to ~3.5ms in hmd 2016-09-30 19:08:00 -07:00
sam
e143c05ef8 Keep on investigating the shading cost per light 2016-09-30 02:41:21 -07:00
samcake
2a0e67ee2a REvisiting the full lighting code to optimize the perf 2016-09-29 19:06:26 -07:00
samcake
b09151f2a2 Rearrange the light struc description in the shader side, needs the c++ to match now 2016-09-28 18:32:35 -07:00
samcake
a0862820e6 MOre refinements? 2016-09-27 18:38:15 -07:00
samcake
af48d4f0bd fetch the cluster content through a function to be able to change the implementation 2016-09-14 09:28:51 -07:00
samcake
e8c2dc10f1 best state for now 2016-09-13 14:59:23 -07:00
samcake
7a7a60a5c4 INtroducing a true stage for updating the light cluster and ui to debug 2016-09-11 00:17:34 -07:00
samcake
a0d09e3316 Fixing the vizualisation shader for world to cluster space 2016-09-10 10:14:31 -07:00
samcake
665a79f100 Creating a separate shader for the locallighting pass 2016-09-06 18:59:26 -07:00