userSam Pavloviccancel
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1,367 Commits over 1,277 Days - 0.04cph!

10 Months 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
10 Months Ago
Add ffx_sssr shader headers from SSR branch
10 Months Ago
Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different Backport Hierarchical Z Downsample and FindOrCreateFrameBufferTexture from SSR branch, clean it up
10 Months Ago
Use multiview variant for calculating camera direction
10 Months Ago
Shader objects for VR and high precision lighting fixes
10 Months Ago
Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
10 Months Ago
Fix glass behaviour being transparent when writing screenshots, flags to shadingmodel to fill alpha
10 Months Ago
Reenable multiview instancing on PS code for now, fixes reflections and lights projecting incorrectly in VR
10 Months Ago
Fix mixed lights having incorrect behavior when disabing high precision lighting offset, same behavior as before with it enabled
10 Months 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
10 Months Ago
Vulkan compile for wireframe shaders
10 Months 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
10 Months Ago
Update citizen aoproxies
10 Months Ago
Backport simple water from SSR branch Update citizen aoproxies Merge branch 'water-backport' Water fog and refraction
10 Months Ago
Fix shadows and area lights on vulkan removing unused parameters that were fucking cbuffer alignment
10 Months Ago
Remove more unused shit from shaders, separate lighting constants between legacy and non legacy in shader code, initialize light code in DoLightShape
10 Months Ago
Fix errors on light.static.hlsl
10 Months Ago
Fix mixed shadows blinking black on activation, make them fade properly
10 Months Ago
Update addon shaders
10 Months Ago
Remove unused shader
10 Months Ago
Better Viewmodel Shadows (#1119)
10 Months Ago
Fix stuff from lightbinner cleanup that wasn't carried over and adjust viewmodel shadow offset update shaders
10 Months Ago
Cache PVS on scope and do UpdateMixedShadowsComputations as a job, ~10x speed increase, do calculations every 200ms rather than 100
10 Months Ago
Add Tiled Rendering Quads to debug view list
10 Months Ago
Fix foliage in VR, let's rethink how we do multiview API later..
10 Months 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
10 Months Ago
Fix another typo and compile core shaders
10 Months 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
10 Months Ago
Compile glass on vulkan, have proper curve for albedo color absoption for shadows
10 Months 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
10 Months Ago
Remove cached lights
10 Months Ago
Fix stupid typo, GetShadowIndexForBakedLight compiles fine on vulkan now
10 Months Ago
Recompile glass with support for world mapping
10 Months Ago
Remove msdfgen, been there forever and we never used it for anything, better to implement it in C# if we ever need it
10 Months Ago
[pick] remove shaders that don't exist anymore from CI building Method for getting shadow index for baked light compatible with vulkan
10 Months 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
10 Months 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
10 Months Ago
Cleanup, controls for ambient occlusion, do indexed light viewmodel shadows sequentially, cast world shadows on viewmodel
10 Months Ago
Remove ExtraShaderDataFormat, just have everything uniform Remove EXTRA_SHADERDATA_FORMAT from shaders too
11 Months 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
11 Months Ago
Fix glass not compositing translucency properly, also fix area light problems with it
11 Months Ago
Fix vrad light bounces for blendable
11 Months Ago
Update shader objects
11 Months Ago
Revert that change to readd structs and do the proper fix
11 Months Ago
Keep struct in cbuffer layouts for legacy layout
11 Months 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
11 Months 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)
11 Months Ago
Composite viewmodel AO, and this should be the right way to do HBAO
11 Months Ago
Try a few more AO techniques
11 Months Ago
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion