Commit History

Autor SHA1 Mensaxe Data
  BearishSun 703f01e652 Feature: Minor improvements to precision with reconstruction of world position from depth %!s(int64=8) %!d(string=hai) anos
  BearishSun 8e451ac36f WIP - Deferred MSAA %!s(int64=8) %!d(string=hai) anos
  BearishSun 55e942d2fa More work on temporal resolve shader %!s(int64=8) %!d(string=hai) anos
  BearishSun f9d9804e7f Initial work on SSR: Linear and HiZ ray marching %!s(int64=8) %!d(string=hai) anos
  BearishSun f888d7c751 Inital work on HBAO %!s(int64=8) %!d(string=hai) anos
  BearishSun 35c18ec554 Added gaussian DOF setup shader & related code %!s(int64=8) %!d(string=hai) anos
  BearishSun e315616d5d More work on shadow mapping %!s(int64=8) %!d(string=hai) anos
  BearishSun 912c4e7adb Merge branch 'master' of https://github.com/bearishsun/bansheeengine into shader-refactor %!s(int64=8) %!d(string=hai) anos
  BearishSun a5365395d8 Added shaders for projecting shadow maps %!s(int64=8) %!d(string=hai) anos
  BearishSun 729a9cd7b7 Various fixes for the new shader parsing logic %!s(int64=8) %!d(string=hai) anos
  BearishSun 1523924732 Updated engine shaders to new BSL syntax %!s(int64=8) %!d(string=hai) anos
  BearishSun 73ef6ed764 Removing GLSL code from many shaders, in preparation for unified shading language support %!s(int64=8) %!d(string=hai) anos
  BearishSun a4a191ca37 Tiled deferred renderer now handles reflection probes %!s(int64=8) %!d(string=hai) anos
  BearishSun 7f2ad317de Fixing an issue with UAV reads of a particular format not being supported on some hardware %!s(int64=8) %!d(string=hai) anos
  BearishSun 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. %!s(int64=9) %!d(string=hai) anos
  BearishSun 42c00ad036 Work on transparent rendering path - DirectX functional %!s(int64=9) %!d(string=hai) anos
  BearishSun 565cbef7dc Added code & shaders for generating a view-space light grid for use in forward shading, primarily meant for transparency (WIP) %!s(int64=9) %!d(string=hai) anos
  BearishSun eec99bff10 Moving light pass in a compute shader in preparation for tiled deferred rendering %!s(int64=9) %!d(string=hai) anos
  BearishSun c3980c5957 Adding location and binding qualifiers to all GLSL shaders %!s(int64=9) %!d(string=hai) anos
  BearishSun 6f316d48bf Added support for shader technique inheritance %!s(int64=9) %!d(string=hai) anos
  BearishSun 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) %!s(int64=9) %!d(string=hai) anos