Olivier Prat
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0800c5eeb9
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Removed TAA from web shaders. With reduced jittering, jittering on these objects is less noticeable
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2018-04-17 16:36:52 +02:00 |
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Olivier Prat
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0085a6cfc0
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TAA now operates on tonemapped input and performs inverse tone map before bloom
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2018-04-10 17:33:33 +02:00 |
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Olivier Prat
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f356d9d9ee
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Merge branch 'taa' into taapre
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2018-02-27 10:17:26 +01:00 |
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Olivier Prat
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d288ebe79e
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Moved velocity buffer job just before antialiasing job to be sure tablet model in HMD writes correct velocity and gets properly antialiased
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2018-02-26 18:07:44 +01:00 |
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Olivier Prat
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419e064e65
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Moved antialiasing before tonemapping
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2018-02-26 14:57:59 +01:00 |
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Olivier Prat
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aa46d16699
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A bit of cleanup in TAA shaders
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2018-02-22 10:09:03 +01:00 |
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Olivier Prat
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dca7b7aaba
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TAA is working on HMD! Still some issues when game rate is low
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2018-02-21 17:34:51 +01:00 |
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Olivier Prat
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5af4337b0e
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Merged with master
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2018-01-25 10:11:53 +01:00 |
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Olivier Prat
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f3aac2a7b5
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Merged with samcake/black
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2018-01-25 09:27:48 +01:00 |
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Olivier Prat
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92e1fe8e5c
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Removed jitter samples from shader and added name to batches in DEBUG mode to ease render debug
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2017-12-08 18:02:27 +01:00 |
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samcake
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1c3b4b0c9b
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Merging and adding Olivier's fixes to taa
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2017-12-07 17:54:58 -08:00 |
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Olivier Prat
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291711ee24
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Fixed weird black pixel bugs in TAA due to sqrt in TAA shader with very slightly negative number when computing color variance
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2017-12-07 13:41:36 +01:00 |
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Sam Gateau
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328d900533
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Trying a simpler technique to find the best velocity candidate and cleaning default config
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2017-10-05 00:57:17 -07:00 |
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samcake
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89682a2e2c
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SImple first steps to apply jittering correctly in stereo
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2017-09-20 10:18:25 -07:00 |
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Sam Gateau
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12d063c008
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Not trying to unjitter the history coordinate
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2017-09-07 02:14:52 -07:00 |
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Sam Gateau
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965118aa47
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Introducing covariance clipping and it works better, cleaning the controls and debugs
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2017-09-07 02:05:06 -07:00 |
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samcake
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dbdcef3d33
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making the 9 fetch the default for the constraining pass
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2017-09-06 17:40:59 -07:00 |
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samcake
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e70f261de4
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Adding the full code path, starting debugging the problems in hmd,
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2017-09-05 18:09:46 -07:00 |
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Sam Gateau
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78fee71524
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seprating the constraint function
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2017-09-05 10:04:49 -07:00 |
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samcake
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b243475cc9
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New stuff for better rendering f ui
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2017-09-01 15:32:23 -07:00 |
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Sam Gateau
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59c980894e
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adding disabling of jittering for comparison
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2017-08-31 23:51:19 -07:00 |
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Sam Gateau
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a3f1c487f1
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adding disabling of jittering for comparison
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2017-08-31 23:42:43 -07:00 |
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samcake
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ddb598203e
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COmparing against fxaa
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2017-08-31 18:27:47 -07:00 |
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Sam Gateau
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16fbe00ef5
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FIxing the jittering projection modification
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2017-08-30 22:42:55 -07:00 |
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samcake
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37f440031f
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Expose Hlaton 16 sequence
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2017-08-30 17:59:06 -07:00 |
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samcake
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af09ae0686
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Some more refinment, no clear changes though
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2017-08-29 18:12:05 -07:00 |
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samcake
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66d35118cb
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Refining the debugging to better understand the issues
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2017-08-28 18:14:46 -07:00 |
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Sam Gateau
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0f67f9bc52
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Eposing the jitter sequence and debugging it
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2017-08-27 22:08:33 -07:00 |
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samcake
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21987c4c5d
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Adding the code for the color clamping
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2017-08-25 16:58:05 -07:00 |
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Sam Gateau
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bf982c3a85
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using the linear depth buffer and voila
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2017-08-25 00:25:13 -07:00 |
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samcake
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9335acc887
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Merge and a lot of rewriting the color conversion
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2017-08-24 18:02:11 -07:00 |
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samcake
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051f8c5b40
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AH ah moment and exploring using the tablet with html
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2017-08-23 18:48:20 -07:00 |
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samcake
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4cdbefc440
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MOre debugging, adding the find the closest fragment 3x3
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2017-08-22 17:44:14 -07:00 |
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samcake
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767cccbbb2
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Sharing the common resource and shader componenet and introducing debuging feature
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2017-08-21 17:43:03 -07:00 |
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