Commit graph

494 commits

Author SHA1 Message Date
RaveYard
ee14cee226 SoftShadowRadius for 1 sample RT lights via dithering effect 2025-04-11 16:25:06 +02:00
dpjudas
202d99bf9e Add worker thread for creating pipelines 2025-04-10 08:17:45 +02:00
RaveYard
ecf60edc33 Fix vertex lighting 2025-04-04 23:46:02 +02:00
RaveYard
52f797ccc1 modify traceShadow by extracting TraceDynLightRay/TraceAnyHit switching outside the for loop 2025-04-03 23:23:52 +02:00
RaveYard
1ede453fa5 Wip optimize ubershader compilation time 2025-04-03 23:02:36 +02:00
RaveYard
9967cfb319 Fix shaderkey.glsl lightblendmode constants 2025-04-02 13:14:38 +02:00
RaveYard
0ede28b03d Workaround for a strange GLSL bug
It seems like GLSL compiler is incorrectly inlining 'texelFetch(int index, ...)' and thus implicitly casting sampler2D to int
2025-04-02 13:14:38 +02:00
dpjudas
178d486b6f Fix fogboundary compile error 2025-03-25 09:33:21 +01:00
Magnus Norddahl
3313baad6b Use shader specialization constants 2025-03-22 15:12:07 +01:00
nashmuhandes
65ade3e017 Apply scaled model normals fix from GZDoom (538f62a556) 2025-02-24 23:23:33 +08:00
RaveYard
2dd7ad8eb2 WIP multiple probes support 2025-02-22 10:15:15 +01:00
Ricardo Luís Vaz Silva
46d6a5dfd0 fix 😓 2025-02-22 15:25:49 +08:00
RaveYard
4e9127c0a1 Fix shader compilation error 2025-02-20 15:14:51 +01:00
dpjudas
aca088d601 Add uniform for specifying the light probe 2025-02-19 02:16:21 +01:00
Ricardo Luís Vaz Silva
77f19ba6f5 initial work for ubershaders 2025-02-18 09:45:25 +01:00
Magnus Norddahl
81062ecebe Sample from the correct location 2025-02-17 17:06:09 +01:00
Magnus Norddahl
18ea5c9da7 Actually load the BRDF LUT texture 2025-02-17 16:45:20 +01:00
Ricardo Luís Vaz Silva
43ba3ad0a6 clean up comments 2025-02-17 02:34:45 +01:00
Ricardo Luís Vaz Silva
961e74e0fa add camera-facing midtexture shadows to dynamic lights, off by default due to fps hit 2025-02-17 02:34:45 +01:00
Ricardo Luís Vaz Silva
7c2b228c46 add uCameraNormal 2025-02-17 02:34:45 +01:00
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