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1,728 Commits over 1,491 Days - 0.05cph!

1 Year Ago
[Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan
1 Year Ago
Much more accurate and faster way to calculate max depth on tiled light building by using depth hierarchy, increase tile size to
1 Year Ago
[Pick] add MinMax downsample operator for Hi-Z depth buffer, this will help us do some GPU occlusion tests and trace what's between SSR geometry Fix atmospherics not showing up on editor for shadingmodel shaders Compiled shaders
1 Year Ago
[Pick] add MinMax downsample operator for Hi-Z depth buffer, this will help us do some GPU occlusion tests and trace what's between SSR geometry
1 Year Ago
Backport simple water from SSR branch Water fog and refraction Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible Fix water ripple collision Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water
1 Year Ago
Be more lenient on light direction validation mask for directional AO, make sure that aoproxies don't clip through citizen's arms Directional AO can use more steps now that it's cheaper
1 Year Ago
Do finer steps on soft shadowing of directional AO https://i.imgur.com/VDwm44j.png
1 Year Ago
[ pick ] Pick reprojection transform constants from SSR branch [ Pick ] let reflections api be more generic to use
1 Year Ago
Fix water ripple collision
1 Year Ago
[ Pick ] let reflections api be more generic to use
1 Year Ago
[ pick ] Pick reprojection transform constants from SSR branch
1 Year Ago
Backport simple water from SSR branch Water fog and refraction Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
1 Year Ago
Add ffx_sssr shader headers from SSR branch
1 Year Ago
Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different Backport Hierarchical Z Downsample and FindOrCreateFrameBufferTexture from SSR branch, clean it up
1 Year Ago
Use multiview variant for calculating camera direction
1 Year Ago
Shader objects for VR and high precision lighting fixes
1 Year Ago
Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
1 Year Ago
Fix glass behaviour being transparent when writing screenshots, flags to shadingmodel to fill alpha
1 Year Ago
Reenable multiview instancing on PS code for now, fixes reflections and lights projecting incorrectly in VR
1 Year Ago
Fix mixed lights having incorrect behavior when disabing high precision lighting offset, same behavior as before with it enabled
1 Year Ago
Fix warnings on rendering transparents, LAYERFLAGS_READONLY_DEPTH_STENCIL disables depth access?? Just really needs LAYERFLAGS_DOESNT_MODIFY_DEPTH_STENCIL_BUFFER, remove vr_readonly_depth_stencil_enable since it's pretty redundant
1 Year Ago
Vulkan compile for wireframe shaders
1 Year Ago
Set wireframe color as an attribute rather thaan dedicating a whole cbuffer to it, fixes hammer wireframe being dark as well since that data was not being set correctly
1 Year Ago
Update citizen aoproxies
1 Year Ago
Backport simple water from SSR branch Update citizen aoproxies Merge branch 'water-backport' Water fog and refraction
1 Year Ago
Fix shadows and area lights on vulkan removing unused parameters that were fucking cbuffer alignment
1 Year Ago
Remove more unused shit from shaders, separate lighting constants between legacy and non legacy in shader code, initialize light code in DoLightShape
1 Year Ago
Fix errors on light.static.hlsl
1 Year Ago
Fix mixed shadows blinking black on activation, make them fade properly
1 Year Ago
Update addon shaders
1 Year Ago
Remove unused shader
1 Year Ago
Better Viewmodel Shadows (#1119)
1 Year Ago
Fix stuff from lightbinner cleanup that wasn't carried over and adjust viewmodel shadow offset update shaders
1 Year Ago
Cache PVS on scope and do UpdateMixedShadowsComputations as a job, ~10x speed increase, do calculations every 200ms rather than 100
1 Year Ago
Add Tiled Rendering Quads to debug view list
1 Year Ago
Fix foliage in VR, let's rethink how we do multiview API later..
1 Year Ago
Remove all hacks we had for a second shadow atlas for viewmodel shadows Sharp viewmodel shadows prototype, remove last references to viewmodel atlas Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4 SSAO test for viewmodel Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion Try a few more AO techniques Composite viewmodel AO, and this should be the right way to do HBAO Remove nonsense resolution scale stuff in common.fxc that's unreferenced in code and causing problems (defined before system.fxc wtf) Allow compute on renderpipeline to do multiple dispatches, HBAO as compute,HBAO bilateral blur Use hammersley rather than bluenoise, looks a ton better Cleanup, controls for ambient occlusion, do indexed light viewmodel shadows sequentially, cast world shadows on viewmodel Assign what shadow index a baked light shall read from rather than iterating through the entire buffer and figuring it out, much faster way to do baked light shadows Proper way to do light indexed on ShadingModel Light API too Sanity checks, remove debug views and some minor adjustments for viewmodel shadows Remove last traits of g_flResolutionScale [pick] remove shaders that don't exist anymore from CI building Method for getting shadow index for baked light compatible with vulkan Fix stupid typo, GetShadowIndexForBakedLight compiles fine on vulkan now Fix another typo and compile core shaders
1 Year Ago
Fix another typo and compile core shaders
1 Year Ago
Lightbinner Separation between VK/D3D11 (#1133) * Add LightBinnerLegacy so we don't kludge our lightbinner with stuff we can't change on d3d, rename our main lightbinner to LightBinnerStandard * Remove deprecated cbuffers * Add lightbinner_legacy, separate both lightbinners based on the rendering system we use
1 Year Ago
Compile glass on vulkan, have proper curve for albedo color absoption for shadows
1 Year Ago
Add LightBinnerLegacy so we don't kludge our lightbinner with stuff we can't change on d3d, rename our main lightbinner to LightBinnerStandard Remove deprecated cbuffers Add ligthbinner_legacy, separate both lightbinners based on the rendering system we use
1 Year Ago
Remove cached lights
1 Year Ago
Fix stupid typo, GetShadowIndexForBakedLight compiles fine on vulkan now
1 Year Ago
Recompile glass with support for world mapping
1 Year Ago
Remove msdfgen, been there forever and we never used it for anything, better to implement it in C# if we ever need it
1 Year Ago
[pick] remove shaders that don't exist anymore from CI building Method for getting shadow index for baked light compatible with vulkan
1 Year Ago
Proper way to do light indexed on ShadingModel Light API too Sanity checks, remove debug views and some minor adjustments for viewmodel shadows Remove last traits of g_flResolutionScale
1 Year Ago
Assign what shadow index a baked light shall read from rather than iterating through the entire buffer and figuring it out, much faster way to do baked light shadows
1 Year Ago
Cleanup, controls for ambient occlusion, do indexed light viewmodel shadows sequentially, cast world shadows on viewmodel
1 Year Ago
Remove ExtraShaderDataFormat, just have everything uniform Remove EXTRA_SHADERDATA_FORMAT from shaders too