BearishSun
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703f01e652
Feature: Minor improvements to precision with reconstruction of world position from depth
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8 yıl önce |
BearishSun
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8e451ac36f
WIP - Deferred MSAA
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8 yıl önce |
BearishSun
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55e942d2fa
More work on temporal resolve shader
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8 yıl önce |
BearishSun
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f9d9804e7f
Initial work on SSR: Linear and HiZ ray marching
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8 yıl önce |
BearishSun
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f888d7c751
Inital work on HBAO
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8 yıl önce |
BearishSun
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35c18ec554
Added gaussian DOF setup shader & related code
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8 yıl önce |
BearishSun
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e315616d5d
More work on shadow mapping
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8 yıl önce |
BearishSun
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912c4e7adb
Merge branch 'master' of https://github.com/bearishsun/bansheeengine into shader-refactor
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8 yıl önce |
BearishSun
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a5365395d8
Added shaders for projecting shadow maps
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8 yıl önce |
BearishSun
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729a9cd7b7
Various fixes for the new shader parsing logic
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8 yıl önce |
BearishSun
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1523924732
Updated engine shaders to new BSL syntax
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8 yıl önce |
BearishSun
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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8 yıl önce |
BearishSun
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a4a191ca37
Tiled deferred renderer now handles reflection probes
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8 yıl önce |
BearishSun
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7f2ad317de
Fixing an issue with UAV reads of a particular format not being supported on some hardware
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8 yıl önce |
BearishSun
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c530c1795f
Transparent rendering path now functional using clustered rendering without depth pre-pass requirement. Same path can also be used for normal opaque object rendering if needed.
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9 yıl önce |
BearishSun
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42c00ad036
Work on transparent rendering path - DirectX functional
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9 yıl önce |
BearishSun
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565cbef7dc
Added code & shaders for generating a view-space light grid for use in forward shading, primarily meant for transparency (WIP)
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9 yıl önce |
BearishSun
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eec99bff10
Moving light pass in a compute shader in preparation for tiled deferred rendering
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9 yıl önce |
BearishSun
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c3980c5957
Adding location and binding qualifiers to all GLSL shaders
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9 yıl önce |
BearishSun
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6f316d48bf
Added support for shader technique inheritance
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9 yıl önce |
BearishSun
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1013d9848e
Data folder is now part of the main repository (since code depends on many of the files thing were getting out of sync between the repo and the data archive, so this is a better way of handling it)
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9 yıl önce |