Magnus Norddahl
|
59f1d71361
|
Tone down how much light is contributed from the environment
|
2025-02-16 23:53:41 +01:00 |
|
Magnus Norddahl
|
513f90db3e
|
Add VkLightprober to VulkanRenderDevice and fix the glsl compile errors
|
2025-02-16 13:37:40 +01:00 |
|
Magnus Norddahl
|
bbaaa9a49d
|
Add the nonuniformEXT qualifier for AMD hardware
|
2025-02-13 00:52:49 +01:00 |
|
Ricardo Luís Vaz Silva
|
7f8830a4ff
|
fix gpu model lighting
|
2025-01-20 16:45:08 +01:00 |
|
Ricardo Luís Vaz Silva
|
91fb87e95e
|
trace from actor center
|
2025-01-20 16:45:08 +01:00 |
|
Ricardo Luís Vaz Silva
|
b862adb747
|
fix normals for sprite lighting
|
2025-01-20 16:45:08 +01:00 |
|
Ricardo Luís Vaz Silva
|
a7b20183f1
|
gpu actor tracing (NOT WORKING)
|
2025-01-20 16:45:08 +01:00 |
|
Ricardo Luís Vaz Silva
|
5adb61a9b4
|
implement per-vertex shading in preparation for actor tracing
|
2025-01-20 16:45:08 +01:00 |
|
Ricardo Luís Vaz Silva
|
693413e606
|
replace vec4 list with proper struct for lights
|
2025-01-20 16:45:08 +01:00 |
|
Ricardo Luís Vaz Silva
|
998fdec6e8
|
unify layouts (and move in/out variables to c++) in preparation for gpu sprite traces
|
2025-01-20 16:45:08 +01:00 |
|
Ricardo Luís Vaz Silva
|
8d0ab22e05
|
wireframe improvements
|
2025-01-20 16:45:08 +01:00 |
|
Ricardo Luís Vaz Silva
|
1584e8c5fd
|
remove lightmap uv from material
|
2025-01-12 13:19:12 +01:00 |
|
Ricardo Luís Vaz Silva
|
19b395b296
|
fix indentation
|
2025-01-12 13:19:12 +01:00 |
|
Ricardo Luís Vaz Silva
|
5b1c1db0e9
|
move PBR and SPECULAR handling into SetMaterialProps
|
2025-01-12 13:19:12 +01:00 |
|
Ricardo Luís Vaz Silva
|
5eb58d2212
|
move LightmapCoord out of SetMaterialProps for better compat with older shaders
|
2025-01-12 13:19:12 +01:00 |
|
Ricardo Luís Vaz Silva
|
3ae7bf3911
|
allow lightmap coords to be modified by SetupMaterial
|
2025-01-11 11:23:42 +01:00 |
|
Ricardo Luís Vaz Silva
|
ea09ae1461
|
implement custom uniforms for material shaders
|
2025-01-08 18:25:36 +08:00 |
|
Ricardo Luís Vaz Silva
|
711f2b5f92
|
add custom vertex shaders
|
2025-01-08 18:25:36 +08:00 |
|
Ricardo Luís Vaz Silva
|
9073fb8501
|
add shadowMinQuality property and gl_light_shadow_max_quality CVar
|
2025-01-03 07:30:54 +01:00 |
|
Ricardo Luís Vaz Silva
|
e75d8d35eb
|
move gl_light_shadow_filter from HWViewpointUniforms to VkShaderKey
|
2025-01-03 07:30:54 +01:00 |
|
nashmuhandes
|
00f5e68268
|
Fix SSAO poking on top of fogballs
|
2025-01-02 03:22:01 +08:00 |
|
Ricardo Luís Vaz Silva
|
728b6c0039
|
add portals/midtextures to ray-traced dynamic lights
|
2024-12-30 20:37:18 +01:00 |
|
Ricardo Luís Vaz Silva
|
f0efface7b
|
deduplicate rayquery code
|
2024-12-30 20:37:18 +01:00 |
|
dpjudas
|
08282e9d5c
|
Add readonly specifier to CopyBuffer
|
2024-12-08 13:00:36 +01:00 |
|
Magnus Norddahl
|
6867b0e9a6
|
Validation layer is complaining about missing readonly specifier on buffers in GLSL
|
2024-12-07 23:00:53 +01:00 |
|
Magnus Norddahl
|
6c67c55ca7
|
Set a define for user shaders if they need to deviate between GZD and VKD
|
2024-11-06 22:27:46 +01:00 |
|
nashmuhandes
|
dfb75dc3c5
|
GLSL: add a vec4 texture(int index, vec2 p, float bias) overload
|
2024-11-07 04:48:50 +08:00 |
|
Magnus Norddahl
|
7907c27c7c
|
Reduce AO sample count from 128 to 16
|
2024-10-17 00:42:08 +02:00 |
|
Magnus Norddahl
|
92dd53703b
|
Increase the bounce sample count
|
2024-10-17 00:29:25 +02:00 |
|
nashmuhandes
|
2d40055176
|
Reapplication of 992e01de05 (Apple-GLSL fix for the dither shader)
|
2024-10-16 02:33:21 +08:00 |
|
Magnus Norddahl
|
8bddbea0bd
|
Turn off softshadow for bounces
|
2024-10-15 19:34:15 +02:00 |
|
Ricardo Luís Vaz Silva
|
74a49ca919
|
change light strength to light linearity 0.0 = inverse square, 1.0 = linear
|
2024-10-11 11:43:09 +02:00 |
|
Ricardo Luís Vaz Silva
|
56787bbc17
|
Add LightStrength to UDMF, move SoftShadowRadius from AActor to DynamicLight
|
2024-10-09 04:44:51 +02:00 |
|
Ricardo Luís Vaz Silva
|
159ae02a2a
|
fix includes
|
2024-10-09 04:44:51 +02:00 |
|
Ricardo Luís Vaz Silva
|
f226d6a00f
|
improve strength for small lights
|
2024-10-09 04:44:51 +02:00 |
|
Ricardo Luís Vaz Silva
|
f11ed26eb8
|
deduplicate code
|
2024-10-09 04:44:51 +02:00 |
|
Ricardo Luís Vaz Silva
|
04ee3c335e
|
switch from uniform to shader keys
|
2024-10-09 04:44:51 +02:00 |
|
Ricardo Luís Vaz Silva
|
37a7907221
|
Allow setting light attenuation mode from mapinfo
|
2024-10-09 04:44:51 +02:00 |
|
Magnus Norddahl
|
7df842bbed
|
Add the shaders needed to create convoluted PBR maps
|
2024-10-04 02:46:07 +02:00 |
|
Magnus Norddahl
|
b06649097f
|
Use inverse square distance attenuation for PBR materials
|
2024-10-03 16:55:01 +02:00 |
|
Magnus Norddahl
|
3e0fbff0cc
|
Removed some unused code
|
2024-10-03 02:59:27 +02:00 |
|
Magnus Norddahl
|
c0bbe3a43a
|
Hook up some more PBR stuff
|
2024-10-03 02:37:08 +02:00 |
|
Magnus Norddahl
|
7e83d726ca
|
Improve light level updates
|
2024-09-29 14:21:57 +02:00 |
|
Magnus Norddahl
|
c3f65fecdb
|
Half the scene (all upper and lower walls) is drawn as masked unfortunately
|
2024-09-16 21:58:10 +02:00 |
|
Magnus Norddahl
|
76536be804
|
Use the dynamic lights from the level mesh in the light tiles shader
|
2024-09-16 18:06:21 +02:00 |
|
Magnus Norddahl
|
5992fa44dd
|
Fix culling bug
|
2024-09-16 02:04:23 +02:00 |
|
Magnus Norddahl
|
83009db3ec
|
Fix zminmax not being linear depth
|
2024-09-16 01:45:44 +02:00 |
|
Magnus Norddahl
|
b43f84def6
|
Hook up light tile visibility test
|
2024-09-16 01:04:53 +02:00 |
|
dpjudas
|
a885833db2
|
Add more code to the shader
|
2024-09-15 04:12:19 +02:00 |
|
Magnus Norddahl
|
2778225048
|
Run the ZMinMax pass before the light tiles compute shader
|
2024-09-15 01:44:34 +02:00 |
|