Magnus Norddahl
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fca3da8af4
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Update and clarify the licenses for the postprocess, vulkan and softpoly parts
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2020-01-03 05:52:01 +01:00 |
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Christoph Oelckers
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3d3f364874
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- consolidated postprocessing code a bit.
The code that determines the order of effects should not be duplicated between renderers.
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2019-06-20 11:55:45 +02:00 |
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Magnus Norddahl
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ae69abc049
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- FXAA_DISCARD should never be enabled. It only works when the output framebuffer is the same as the original.
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2019-06-05 19:06:33 +02:00 |
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alexey.lysiuk
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4d29b5b5e7
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- limited disabling of FXAA discard to Vulkan on AMD hardware
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2019-06-04 12:43:08 +03:00 |
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alexey.lysiuk
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addcad8ac0
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- disabled discard in FXAA shader with Vulkan backend
Discard caused graphical corruptions on AMD hardware with Vulkan backend enabled
https://forum.zdoom.org/viewtopic.php?t=64230
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2019-06-04 11:32:00 +03:00 |
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alexey.lysiuk
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da2d0e47e6
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- removed array length() function from shadowmap shader
Array's length() function is not yet supported by SPIRV-cross and MoltenVK
Its usage was replaced by explicit nodes count value passed as uniform
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2019-05-24 14:29:37 +03:00 |
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Magnus Norddahl
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81e32ecc72
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- implement stat gpu on vulkan and fix it on opengl
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2019-04-30 22:55:35 +02:00 |
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Magnus Norddahl
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e42d11cc34
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- change padding to something else than __ since that is restricted
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2019-04-18 19:57:03 +02:00 |
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Magnus Norddahl
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15dae4cfe6
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- rewrite depthblur.fp to workaround what seemed to be a bug in the NVidia driver
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2019-04-16 16:17:23 +02:00 |
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Magnus Norddahl
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9d29a460de
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- simplify depthblur.fp into a single function
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2019-04-16 08:59:29 +02:00 |
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Magnus Norddahl
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073f151761
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- fix line that shouldn't have been committed
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2019-04-16 07:30:13 +02:00 |
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Magnus Norddahl
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67490d13cb
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- add gl_ssao_debug mode showing the depth
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2019-04-16 05:29:32 +02:00 |
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Magnus Norddahl
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558760c090
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- fix the gl_ssao_debug cvar
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2019-04-16 03:32:54 +02:00 |
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Magnus Norddahl
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b5e0451805
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- change the wrap mode for custom textures in custom postprocess shaders to repeat
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2019-04-14 19:00:29 +02:00 |
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Rachael Alexanderson
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482e9c0f2c
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- fixed: Intel OpenGL did not quite recognize the "layout(location=0)" shader uniform definitions, so this had to be removed for OpenGL mode only so that Intel's compiler will continue to function normally for custom shaders.
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2019-04-11 13:21:40 -04:00 |
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Magnus Norddahl
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afbd45e1b1
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- fix uniform aligment bug for vec3
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2019-04-08 05:27:35 +02:00 |
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Magnus Norddahl
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a488034065
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- fix null pointer crash
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2019-04-08 04:57:46 +02:00 |
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Magnus Norddahl
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d114575bd1
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- implement custom post process shaders for vulkan backend
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2019-04-08 00:47:55 +02:00 |
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Magnus Norddahl
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d1378364b5
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- fix bloom pass regression
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2019-04-07 20:52:04 +02:00 |
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Magnus Norddahl
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05f0730c9d
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- convert PPStep to PPRenderState
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2019-03-15 23:24:31 +01:00 |
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Magnus Norddahl
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cce96ca87a
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- implement shadow maps
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2019-03-15 07:54:34 +01:00 |
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Magnus Norddahl
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0679b493ec
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- hook up the present shader
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2019-03-06 22:59:21 +01:00 |
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Christoph Oelckers
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89d607c9a6
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- moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
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2019-01-31 19:58:17 +01:00 |
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