raveenajain
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44caf67527
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init change, bias triggered via script
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2019-06-18 10:02:22 -07:00 |
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Olivier Prat
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5d7b149a9e
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Switched to clamped tangent for shadow slope bias
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2019-04-17 11:12:59 +02:00 |
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SamGondelman
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dc9405775f
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more branching removal
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2018-10-29 16:42:46 -07:00 |
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SamGondelman
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e8c5324e39
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start removing branching
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2018-10-25 11:59:04 -07:00 |
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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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9a28e04e37
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Remove all tabs from shaders
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2018-09-06 08:59:07 -07:00 |
|
Sam
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5fd3862c94
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FIx shader error on mac in shadow.slh
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2018-08-10 00:45:25 +02:00 |
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Olivier Prat
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2584ce4c96
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Merged with master
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2018-08-08 08:42:44 +02:00 |
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Olivier Prat
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8eb7ceb66a
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Fixed the bug with the thin dark lines at cascade shadow switches (hopefully)
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2018-08-05 12:06:36 +02:00 |
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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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de831ffea9
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Switched shadow maps to sampler2DArrayShadow to try to fix on Mac
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2018-06-29 16:55:33 +02:00 |
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Seth Alves
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59bd05aa55
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make shadow-related shader compile on osx
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2018-02-23 09:22:34 -08:00 |
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Olivier Prat
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e9747e9d85
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Small optimisations in shadow shader
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2018-02-02 15:06:22 +01:00 |
|
Olivier Prat
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3804917cf4
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Orthographic octree selection seems to be working
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2018-02-02 09:40:57 +01:00 |
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Olivier Prat
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f344e44d26
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Switched to a simpler manual fixed/slope based shadow bias system. Automatic stuff fail most of the time
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2018-01-31 10:19:17 +01:00 |
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Olivier Prat
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0324f41565
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Trying to improve adaptive shadow bias
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2018-01-29 17:23:35 +01:00 |
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Olivier Prat
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6b0b17ff63
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Working on better adaptive bias algorithm for shadow
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2018-01-26 17:57:20 +01:00 |
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Olivier Prat
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014e81b2f4
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Added normal based adaptive depth bias
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2017-12-06 17:06:48 +01:00 |
|
Olivier Prat
|
b246c479e3
|
Much better cascade blend
|
2017-11-17 11:25:15 +01:00 |
|
Olivier Prat
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74b0b52edb
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Working CSM with smooth blend between cascades. Switched to 4 1024 cascades
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2017-11-14 16:57:22 +01:00 |
|
Olivier Prat
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ac0e816f8c
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Cascade selection working on shadow but not in Luci debug mode
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2017-11-13 18:42:34 +01:00 |
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Olivier Prat
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28d46dc4a5
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First alpha version of cascade selection code in shader
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2017-11-13 15:56:11 +01:00 |
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Olivier Prat
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7515c341ad
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Merged with PCF fix with dithered filtering
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2017-11-13 14:47:35 +01:00 |
|
Olivier Prat
|
6611b28e2d
|
Switched to world space dithering for more visual stability
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2017-11-13 13:54:51 +01:00 |
|
Olivier Prat
|
dd0eaafc0d
|
Screen space dithering for PCF with some noise added
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2017-11-13 12:33:46 +01:00 |
|
Olivier Prat
|
70847a9513
|
Wrong texture map assigned to cascade slots
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2017-11-13 08:49:45 +01:00 |
|
Olivier Prat
|
8f84e5fbed
|
Added sampler array in shader to support future cascades
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2017-11-10 15:39:26 +01:00 |
|
Olivier Prat
|
7fd03bed7e
|
Added cascades in schema buffer but still only first used
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2017-11-10 14:28:35 +01:00 |
|
Olivier Prat
|
cbd2877524
|
Optimized shadow shader evaluation by computing concatenated shadow reprojection matrix on CPU
|
2017-11-10 11:26:20 +01:00 |
|
Olivier Prat
|
6cd4da877e
|
Fixed dithered PCF filter in shadow
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2017-11-10 11:11:04 +01:00 |
|
Olivier Prat
|
cf5a7531df
|
Fixed dithered PCF filter in shadow
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2017-11-10 11:10:31 +01:00 |
|
Olivier Prat
|
0044759196
|
Disabled broken PCF and reset back to previous bias
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2017-10-26 18:29:29 +02:00 |
|
Zach Pomerantz
|
9a37ccbf3c
|
chmod -x to render-utils src
|
2016-12-13 14:36:41 -05:00 |
|
Zach Pomerantz
|
e1971f5ed3
|
Fix shadow bounds checking
|
2016-05-18 18:58:28 -07:00 |
|
Zach Pomerantz
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c794ae8da2
|
Avoid shadow attenuation outside of mapped area
|
2016-01-19 15:48:20 -08:00 |
|
Zach Pomerantz
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27967f6064
|
Use 4-sample PCF for shadowMap sampling
|
2016-01-19 15:48:20 -08:00 |
|
Zach Pomerantz
|
562c909ad8
|
Update shadow shaders
|
2016-01-15 17:55:07 -08:00 |
|
Zach Pomerantz
|
2b27e48bf9
|
Update shadow shaders
|
2016-01-15 17:55:07 -08:00 |
|
Sam Gateau
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dc8756e465
|
Need to pull master, just updated all the deferred shaders to use scribe func declare blocks to avoid long shaders... didn;t validate the current clip to eye position evaluation
|
2015-09-15 14:40:23 -07:00 |
|
Brad Davis
|
b84eef93c9
|
Core profile shader work and test code
|
2015-08-01 14:43:52 -07:00 |
|
Brad Davis
|
fbf3a0cbe6
|
Working on GL 4
|
2015-06-23 09:48:16 -07:00 |
|
Sam Gateau
|
5a40fcee17
|
set the defines for GPU profile correctly AGAIN
|
2015-03-17 16:51:59 -07:00 |
|
Sam Gateau
|
03da3aeab4
|
Clean up on the GPU Profile defines in order to control features
|
2015-03-17 16:15:10 -07:00 |
|
Sam Gateau
|
687c76a6f8
|
trying to ge the shadow to render correctly
|
2015-02-23 13:12:29 -08:00 |
|
Sam Gateau
|
7529b3d1b0
|
clean code
|
2015-01-05 13:10:32 -08:00 |
|
dev
|
e3d474db3d
|
FIx shaders for mac
|
2015-01-05 12:27:16 -08:00 |
|
Sam Gateau
|
458ea6759e
|
Adding the shadow.slh file containing the shader functions used for shadowing, itis used by both normal and cascaded shadow deferred lighting passes
|
2015-01-05 11:27:29 -08:00 |
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