userSam Pavloviccancel

1,819 Commits over 1,491 Days - 0.05cph!

2 Years Ago
Fix warnings on blendable and commit shader objects
2 Years Ago
Fix unitialized memory and not binding shape buffer if running out of space in high quality reflections
2 Years Ago
Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects
2 Years Ago
Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile
2 Years Ago
Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder
2 Years Ago
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
2 Years Ago
Treat warnings as errors on shader compilation on internal builds
2 Years Ago
Remove magic number and reproject view for tiled light builder
2 Years Ago
Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects
2 Years Ago
Initial work for VR Instancing for tiled light rendering
2 Years Ago
Fix spritecard compilation
2 Years Ago
Fix shader compilation
2 Years Ago
Correct box hit algorithm for tiled light builder
2 Years Ago
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading
2 Years Ago
Pass radius of light to shader so we dont need a sqrt operation on culling
2 Years Ago
Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job
2 Years Ago
Make rim light point up
2 Years Ago
Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨
2 Years Ago
Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
2 Years Ago
Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png
2 Years Ago
Squashed commit of what was in master
2 Years Ago
Iterate on RenderBuffer Iterate on single pass downsampler
2 Years Ago
Fix Spritecard not clipping through user clip planes (Fixes physgun beam reflecting through water) Upgrade d3dcompiler library for client loading, fix reflection with version v7
2 Years Ago
Initial work for single pass downsampling Iterate on single pass downsampler Add support to bind render buffers to attribute Initial work for GenerateMips and RenderBuffer support on managed code
2 Years Ago
Support for multiple d3dcompiler and their reflection types Simplify that, and add d3dcompiler_47 Remove redundant functions now that they are processed on the core shader Fix typo Merge pull request #356 from Facepunch/d3dcompiler_47 Add support for the latest version of D3D11 shader compiler
2 Years Ago
Remove redundant functions now that they are processed on the core shader Fix typo
2 Years Ago
Simplify that, and add d3dcompiler_47
2 Years Ago
Support for multiple d3dcompiler and their reflection types
2 Years Ago
Fix depth prepass not working
2 Years Ago
Add clip planes for spritecard, should fix physgun trail clipping on water
2 Years Ago
Unset D_ENABLE_INDIRECT combo on volumetric fog shader and leave it always on, indirect volume lightmap is also used for baked fog!
2 Years Ago
Fix glow outline on water
2 Years Ago
Fix baked volumetric fog
2 Years Ago
Evaluate cubemaps and lights on compute shader
2 Years Ago
Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms
2 Years Ago
Allow multi dimensional arrays on VFX Initial work for tiled light sorter Support for 3D arrays in VFX
3 Years Ago
Fix foliage having no subsurface, disable GS from foliage entirely for now, unlikely to yield much gains Fix shading on blendable Cleanup, give support to Transmission on Material API
3 Years Ago
Delete material that referenced old cookieslice
3 Years Ago
New glow based on outlines rather than normal extension Do a full cycle on the glow to close last mesh gap sbox_glow_stencil > glow_stencil, push C++ side of glow Remove non-cs version of sbox_cookieslice, never used Some adjustments to glow, fix projection viewport being messed up, render them before translucents https://i.imgur.com/0uvh7xX.png Also kill old sbox_cookieslice shader source
3 Years Ago
Some adjustments to glow, fix projection viewport being messed up, render them before translucents https://i.imgur.com/0uvh7xX.png
3 Years Ago
New glow based on outlines rather than normal extension Do a full cycle on the glow to close last mesh gap sbox_glow_stencil > glow_stencil, push C++ side of glow Remove non-cs version of sbox_cookieslice, never used
3 Years Ago
Fix Warning on sbox_glass and volumetric_fog, push object files for water and glass Remove references to reflex sight Make full shader compile optimizations always implicit, make dev shaders compile with full optimizations
3 Years Ago
Add ScreenspaceCorrectionMultiview that does both resolution scaling and VR correction Use ScreenspaceCorrectionMultiview for refraction on glass and water
3 Years Ago
Add ShadingModelValveStandard for shaders that need visual parity with Valve's shading Merge branch 'master' of sbox Fix volumetric fog on VR without doubling our compile time 😵‍💫
3 Years Ago
Remove #pragma optimize off that managed to slip through
3 Years Ago
Push water shader object with multiview support, drop multiview hack on it
3 Years Ago
Fix water refraction on VR Adjust pixelinput.hlsl to be contractually correct in Domain/Hull shaders Fix glass refraction shader on VR and lower internal resolutions
3 Years Ago
Add SetWellKnownRenderTargetSize to scenesystem to arbitrarily change RTSIZE of an internal scratch render target Add SCENE_RTSIZE_VRFRAMEBUFFER and make it adjust to multiview size, avoids allocating 8K render target for framebuffer fetches on VR
3 Years Ago
Fix UI blurs and framebuffer fetches on VR
3 Years Ago
Fix water refraction on lower internal resolution modes