RaveYard
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ee14cee226
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SoftShadowRadius for 1 sample RT lights via dithering effect
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2025-04-11 16:25:06 +02:00 |
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dpjudas
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202d99bf9e
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Add worker thread for creating pipelines
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2025-04-10 08:17:45 +02:00 |
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RaveYard
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ecf60edc33
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Fix vertex lighting
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2025-04-04 23:46:02 +02:00 |
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RaveYard
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52f797ccc1
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modify traceShadow by extracting TraceDynLightRay/TraceAnyHit switching outside the for loop
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2025-04-03 23:23:52 +02:00 |
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RaveYard
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1ede453fa5
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Wip optimize ubershader compilation time
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2025-04-03 23:02:36 +02:00 |
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RaveYard
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9967cfb319
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Fix shaderkey.glsl lightblendmode constants
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2025-04-02 13:14:38 +02:00 |
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RaveYard
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0ede28b03d
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Workaround for a strange GLSL bug
It seems like GLSL compiler is incorrectly inlining 'texelFetch(int index, ...)' and thus implicitly casting sampler2D to int
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2025-04-02 13:14:38 +02:00 |
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dpjudas
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178d486b6f
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Fix fogboundary compile error
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2025-03-25 09:33:21 +01:00 |
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Magnus Norddahl
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3313baad6b
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Use shader specialization constants
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2025-03-22 15:12:07 +01:00 |
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nashmuhandes
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65ade3e017
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Apply scaled model normals fix from GZDoom (538f62a556)
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2025-02-24 23:23:33 +08:00 |
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RaveYard
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2dd7ad8eb2
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WIP multiple probes support
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2025-02-22 10:15:15 +01:00 |
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Ricardo Luís Vaz Silva
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46d6a5dfd0
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fix 😓
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2025-02-22 15:25:49 +08:00 |
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RaveYard
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4e9127c0a1
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Fix shader compilation error
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2025-02-20 15:14:51 +01:00 |
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dpjudas
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aca088d601
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Add uniform for specifying the light probe
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2025-02-19 02:16:21 +01:00 |
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Ricardo Luís Vaz Silva
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77f19ba6f5
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initial work for ubershaders
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2025-02-18 09:45:25 +01:00 |
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Magnus Norddahl
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81062ecebe
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Sample from the correct location
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2025-02-17 17:06:09 +01:00 |
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Magnus Norddahl
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18ea5c9da7
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Actually load the BRDF LUT texture
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2025-02-17 16:45:20 +01:00 |
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Ricardo Luís Vaz Silva
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43ba3ad0a6
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clean up comments
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2025-02-17 02:34:45 +01:00 |
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Ricardo Luís Vaz Silva
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961e74e0fa
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add camera-facing midtexture shadows to dynamic lights, off by default due to fps hit
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2025-02-17 02:34:45 +01:00 |
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Ricardo Luís Vaz Silva
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7c2b228c46
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add uCameraNormal
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2025-02-17 02:34:45 +01:00 |
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Magnus Norddahl
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59f1d71361
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Tone down how much light is contributed from the environment
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2025-02-16 23:53:41 +01:00 |
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Magnus Norddahl
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513f90db3e
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Add VkLightprober to VulkanRenderDevice and fix the glsl compile errors
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2025-02-16 13:37:40 +01:00 |
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Magnus Norddahl
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bbaaa9a49d
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Add the nonuniformEXT qualifier for AMD hardware
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2025-02-13 00:52:49 +01:00 |
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Ricardo Luís Vaz Silva
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7f8830a4ff
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fix gpu model lighting
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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91fb87e95e
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trace from actor center
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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b862adb747
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fix normals for sprite lighting
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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a7b20183f1
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gpu actor tracing (NOT WORKING)
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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5adb61a9b4
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implement per-vertex shading in preparation for actor tracing
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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693413e606
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replace vec4 list with proper struct for lights
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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998fdec6e8
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unify layouts (and move in/out variables to c++) in preparation for gpu sprite traces
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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8d0ab22e05
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wireframe improvements
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2025-01-20 16:45:08 +01:00 |
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Ricardo Luís Vaz Silva
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1584e8c5fd
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remove lightmap uv from material
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2025-01-12 13:19:12 +01:00 |
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Ricardo Luís Vaz Silva
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19b395b296
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fix indentation
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2025-01-12 13:19:12 +01:00 |
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Ricardo Luís Vaz Silva
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5b1c1db0e9
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move PBR and SPECULAR handling into SetMaterialProps
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2025-01-12 13:19:12 +01:00 |
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Ricardo Luís Vaz Silva
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5eb58d2212
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move LightmapCoord out of SetMaterialProps for better compat with older shaders
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2025-01-12 13:19:12 +01:00 |
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Ricardo Luís Vaz Silva
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3ae7bf3911
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allow lightmap coords to be modified by SetupMaterial
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2025-01-11 11:23:42 +01:00 |
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Ricardo Luís Vaz Silva
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ea09ae1461
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implement custom uniforms for material shaders
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2025-01-08 18:25:36 +08:00 |
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Ricardo Luís Vaz Silva
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711f2b5f92
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add custom vertex shaders
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2025-01-08 18:25:36 +08:00 |
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Ricardo Luís Vaz Silva
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9073fb8501
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add shadowMinQuality property and gl_light_shadow_max_quality CVar
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2025-01-03 07:30:54 +01:00 |
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Ricardo Luís Vaz Silva
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e75d8d35eb
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move gl_light_shadow_filter from HWViewpointUniforms to VkShaderKey
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2025-01-03 07:30:54 +01:00 |
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nashmuhandes
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00f5e68268
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Fix SSAO poking on top of fogballs
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2025-01-02 03:22:01 +08:00 |
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Ricardo Luís Vaz Silva
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728b6c0039
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add portals/midtextures to ray-traced dynamic lights
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2024-12-30 20:37:18 +01:00 |
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Ricardo Luís Vaz Silva
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f0efface7b
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deduplicate rayquery code
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2024-12-30 20:37:18 +01:00 |
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dpjudas
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08282e9d5c
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Add readonly specifier to CopyBuffer
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2024-12-08 13:00:36 +01:00 |
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Magnus Norddahl
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6867b0e9a6
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Validation layer is complaining about missing readonly specifier on buffers in GLSL
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2024-12-07 23:00:53 +01:00 |
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Magnus Norddahl
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6c67c55ca7
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Set a define for user shaders if they need to deviate between GZD and VKD
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2024-11-06 22:27:46 +01:00 |
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nashmuhandes
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dfb75dc3c5
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GLSL: add a vec4 texture(int index, vec2 p, float bias) overload
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2024-11-07 04:48:50 +08:00 |
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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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