Magnus Norddahl
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7907c27c7c
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Reduce AO sample count from 128 to 16
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2024-10-17 00:42:08 +02:00 |
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Magnus Norddahl
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92dd53703b
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Increase the bounce sample count
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2024-10-17 00:29:25 +02:00 |
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nashmuhandes
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2d40055176
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Reapplication of 992e01de05 (Apple-GLSL fix for the dither shader)
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2024-10-16 02:33:21 +08:00 |
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Magnus Norddahl
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8bddbea0bd
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Turn off softshadow for bounces
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2024-10-15 19:34:15 +02:00 |
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Ricardo Luís Vaz Silva
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74a49ca919
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change light strength to light linearity 0.0 = inverse square, 1.0 = linear
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2024-10-11 11:43:09 +02:00 |
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Ricardo Luís Vaz Silva
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56787bbc17
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Add LightStrength to UDMF, move SoftShadowRadius from AActor to DynamicLight
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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159ae02a2a
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fix includes
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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f226d6a00f
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improve strength for small lights
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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f11ed26eb8
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deduplicate code
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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04ee3c335e
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switch from uniform to shader keys
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2024-10-09 04:44:51 +02:00 |
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Ricardo Luís Vaz Silva
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37a7907221
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Allow setting light attenuation mode from mapinfo
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2024-10-09 04:44:51 +02:00 |
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Magnus Norddahl
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7df842bbed
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Add the shaders needed to create convoluted PBR maps
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2024-10-04 02:46:07 +02:00 |
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Magnus Norddahl
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b06649097f
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Use inverse square distance attenuation for PBR materials
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2024-10-03 16:55:01 +02:00 |
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Magnus Norddahl
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3e0fbff0cc
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Removed some unused code
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2024-10-03 02:59:27 +02:00 |
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Magnus Norddahl
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c0bbe3a43a
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Hook up some more PBR stuff
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2024-10-03 02:37:08 +02:00 |
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Magnus Norddahl
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7e83d726ca
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Improve light level updates
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2024-09-29 14:21:57 +02:00 |
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Magnus Norddahl
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c3f65fecdb
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Half the scene (all upper and lower walls) is drawn as masked unfortunately
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2024-09-16 21:58:10 +02:00 |
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Magnus Norddahl
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76536be804
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Use the dynamic lights from the level mesh in the light tiles shader
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2024-09-16 18:06:21 +02:00 |
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Magnus Norddahl
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5992fa44dd
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Fix culling bug
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2024-09-16 02:04:23 +02:00 |
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Magnus Norddahl
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83009db3ec
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Fix zminmax not being linear depth
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2024-09-16 01:45:44 +02:00 |
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Magnus Norddahl
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b43f84def6
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Hook up light tile visibility test
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2024-09-16 01:04:53 +02:00 |
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dpjudas
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a885833db2
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Add more code to the shader
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2024-09-15 04:12:19 +02:00 |
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Magnus Norddahl
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2778225048
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Run the ZMinMax pass before the light tiles compute shader
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2024-09-15 01:44:34 +02:00 |
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Magnus Norddahl
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521e2ed39c
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Run the light tiles compute shader
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2024-09-14 04:59:39 +02:00 |
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Magnus Norddahl
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2ba2c24f6b
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Add shaders for light tiles
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2024-09-13 20:45:36 +02:00 |
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Magnus Norddahl
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a23581be3d
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Add support for textureLod
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2024-09-13 19:49:10 +02:00 |
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Magnus Norddahl
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f0c018fdc6
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Update light level in level mesh
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2024-09-11 01:39:47 +02:00 |
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nashmuhandes
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27058efe85
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Rename "depth fade falloff" to "depth fade threshold" as it makes more sense
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2024-09-09 17:06:04 +08:00 |
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Magnus Norddahl
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b2040a0892
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Add support for the poor souls on a 386 that can't afford to use full screen
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2024-09-08 22:25:24 +02:00 |
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nashmuhandes
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827360e5e2
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Fix shader compile error (for real)
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2024-09-09 03:42:05 +08:00 |
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Magnus Norddahl
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b586fe4b3d
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Fix shader compile error
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2024-09-08 21:26:22 +02:00 |
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Magnus Norddahl
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cc06294932
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Remove linear depth from texture manager again (this wasn't a good idea)
Add linear depth texture to the fixed descriptor set
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2024-09-08 21:18:22 +02:00 |
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Magnus Norddahl
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c62bb7a0f0
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Add RenderState.SetDepthFadeFalloff
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2024-09-08 20:32:30 +02:00 |
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Magnus Norddahl
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4655b02f06
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Fix using wrong surface for the extra BLAS structures for trace hits
Add gl_raytrace for ray tracing the level mesh
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2024-09-05 00:15:59 +02:00 |
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Magnus Norddahl
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59205533b2
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Bias the trace end point to reduce shadow acne
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2024-08-26 02:59:03 +02:00 |
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Dileep V. Reddy
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8a5e7449c1
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Consolidated isometric mode commits.
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2024-08-11 15:55:21 +02:00 |
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Ashley Miller-Jelfs
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7930ee807d
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Fix Specular not using Material definition for Glossiness and Level
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2024-08-08 08:51:10 +02:00 |
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nashmuhandes
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1a89307ee7
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Rename SourceRadius to SoftShadowRadius
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2024-06-15 18:08:37 +08:00 |
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Magnus Norddahl
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8d320ec31c
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Add textureGrad compatibility
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2024-06-13 12:50:43 +02:00 |
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Magnus Norddahl
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1b6f98e673
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Fix gl_ssao_debug 4 rendering glitch when multisample is active
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2024-03-18 03:19:51 +01:00 |
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Magnus Norddahl
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ab537a4879
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Hook up SourceRadius
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2024-03-05 16:37:59 +01:00 |
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Magnus Norddahl
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958251bfd4
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Change the math for two-sided surfaces
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2024-03-04 23:39:35 +01:00 |
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Magnus Norddahl
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b99cf589e7
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Fix midtextures being opaque
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2024-03-04 21:40:11 +01:00 |
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Magnus Norddahl
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c98930a88c
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Atlas tile adjustments
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2024-02-28 00:59:41 +01:00 |
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Magnus Norddahl
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60cdb871d2
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Add light bounce
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2024-02-26 17:00:28 +01:00 |
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Magnus Norddahl
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a831fdb027
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Move monte carlo math functions to its own file
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2024-02-26 16:21:04 +01:00 |
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Magnus Norddahl
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ccc5c259ad
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Grab the light list from the surfaces in the shader
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2024-02-26 16:15:14 +01:00 |
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Magnus Norddahl
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68f9fee55b
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Make the light list part of the level mesh
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2024-02-26 15:57:32 +01:00 |
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Magnus Norddahl
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b436903a28
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Use constants as bad boys and girls seem to be shadowing the global variables :p
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2024-02-19 13:14:53 +01:00 |
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Magnus Norddahl
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dea8a7888a
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Also support texel fetch
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2024-02-19 13:07:55 +01:00 |
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