BearishSun
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8e451ac36f
WIP - Deferred MSAA
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8 years ago |
BearishSun
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4891a95151
Final big bulk of work for shadow mapping (Untested)
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8 years ago |
BearishSun
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912c4e7adb
Merge branch 'master' of https://github.com/bearishsun/bansheeengine into shader-refactor
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8 years ago |
BearishSun
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763441561c
Added PCF hardware filtering shader for cubemap shadows
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8 years ago |
BearishSun
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1523924732
Updated engine shaders to new BSL syntax
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8 years ago |
BearishSun
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adfcce25ba
All engine shaders now use the cross compiler for GLSL generation
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8 years ago |
BearishSun
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d4c19836b5
Initial support for unified shading language across all render APIs
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8 years ago |
BearishSun
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73ef6ed764
Removing GLSL code from many shaders, in preparation for unified shading language support
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8 years ago |
BearishSun
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a4a191ca37
Tiled deferred renderer now handles reflection probes
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8 years ago |
BearishSun
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cbf82c9146
Improvements to the shading language in order to make managing complex shaders easier:
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8 years ago |
BearishSun
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03eb20baee
Renamed shader ReflectionCubemapSampling -> ImageBasedLighting to better reflect its purpose
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8 years ago |
BearishSun
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04ac98a47a
Spherical area light sources functional
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8 years ago |
BearishSun
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de17828399
Using off-peak specular direction for image based specular evaluation
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8 years ago |
BearishSun
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4bd929ade3
Added sky irradiance for indirect lighting
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8 years ago |
BearishSun
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f3b8e543e0
Setting up proper view direction vector for environment reflections
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8 years ago |
BearishSun
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97d803e632
Added code for PBS model
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8 years ago |
BearishSun
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4fe867b5ad
Enhanced gbuffer & shaders with roughness/metalness, added various shader code as preparation for a physically based lighting model
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8 years ago |
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 years ago |
BearishSun
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f4dd2fc1b2
MSAA support fully working on DirectX, OpenGL and Vulkan
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9 years ago |
BearishSun
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8531a656fd
Bulk of code for deferred rendering MSAA
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9 years ago |
BearishSun
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9e92fbca04
HLSL code for tile deferred with MSAA support (WIP)
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9 years ago |
BearishSun
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42c00ad036
Work on transparent rendering path - DirectX functional
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9 years ago |
BearishSun
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b2dd0ffa03
Work on transparent rendering path
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9 years ago |
BearishSun
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6edc0af5ff
Vulkan/OpenGL: Tiled deferred renderer functional
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9 years ago |
BearishSun
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821069bd0f
Tiled deferred rendering: Moving all lights to a single buffer to make shader code simpler
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9 years ago |
BearishSun
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495ee9a188
Vulkan: Fixing issues with the base tile deferred shader
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9 years ago |
BearishSun
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ff8f690717
Tiled deferred rendering (DX11 only for now)
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9 years ago |
BearishSun
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eec99bff10
Moving light pass in a compute shader in preparation for tiled deferred rendering
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9 years ago |