Commit History

Author SHA1 Message Date
  BearishSun 8e451ac36f WIP - Deferred MSAA 8 years ago
  BearishSun 4891a95151 Final big bulk of work for shadow mapping (Untested) 8 years ago
  BearishSun 912c4e7adb Merge branch 'master' of https://github.com/bearishsun/bansheeengine into shader-refactor 8 years ago
  BearishSun 763441561c Added PCF hardware filtering shader for cubemap shadows 8 years ago
  BearishSun 1523924732 Updated engine shaders to new BSL syntax 8 years ago
  BearishSun adfcce25ba All engine shaders now use the cross compiler for GLSL generation 8 years ago
  BearishSun d4c19836b5 Initial support for unified shading language across all render APIs 8 years ago
  BearishSun 73ef6ed764 Removing GLSL code from many shaders, in preparation for unified shading language support 8 years ago
  BearishSun a4a191ca37 Tiled deferred renderer now handles reflection probes 8 years ago
  BearishSun cbf82c9146 Improvements to the shading language in order to make managing complex shaders easier: 8 years ago
  BearishSun 03eb20baee Renamed shader ReflectionCubemapSampling -> ImageBasedLighting to better reflect its purpose 8 years ago
  BearishSun 04ac98a47a Spherical area light sources functional 8 years ago
  BearishSun de17828399 Using off-peak specular direction for image based specular evaluation 8 years ago
  BearishSun 4bd929ade3 Added sky irradiance for indirect lighting 8 years ago
  BearishSun f3b8e543e0 Setting up proper view direction vector for environment reflections 8 years ago
  BearishSun 97d803e632 Added code for PBS model 8 years ago
  BearishSun 4fe867b5ad Enhanced gbuffer & shaders with roughness/metalness, added various shader code as preparation for a physically based lighting model 8 years ago
  BearishSun 7f2ad317de Fixing an issue with UAV reads of a particular format not being supported on some hardware 8 years ago
  BearishSun f4dd2fc1b2 MSAA support fully working on DirectX, OpenGL and Vulkan 9 years ago
  BearishSun 8531a656fd Bulk of code for deferred rendering MSAA 9 years ago
  BearishSun 9e92fbca04 HLSL code for tile deferred with MSAA support (WIP) 9 years ago
  BearishSun 42c00ad036 Work on transparent rendering path - DirectX functional 9 years ago
  BearishSun b2dd0ffa03 Work on transparent rendering path 9 years ago
  BearishSun 6edc0af5ff Vulkan/OpenGL: Tiled deferred renderer functional 9 years ago
  BearishSun 821069bd0f Tiled deferred rendering: Moving all lights to a single buffer to make shader code simpler 9 years ago
  BearishSun 495ee9a188 Vulkan: Fixing issues with the base tile deferred shader 9 years ago
  BearishSun ff8f690717 Tiled deferred rendering (DX11 only for now) 9 years ago
  BearishSun eec99bff10 Moving light pass in a compute shader in preparation for tiled deferred rendering 9 years ago