userSam Pavloviccancel

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

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
Update ShaderPackageType to have AssetType as Shader
1 Year Ago
Update glass_scope shader
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
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
1 Year Ago
Fix glass not compositing translucency properly, also fix area light problems with it
1 Year Ago
Fix vrad light bounces for blendable
1 Year Ago
Update shader objects
1 Year Ago
Revert that change to readd structs and do the proper fix
1 Year Ago
Keep struct in cbuffer layouts for legacy layout
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
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)
1 Year Ago
Composite viewmodel AO, and this should be the right way to do HBAO
1 Year Ago
Try a few more AO techniques
1 Year Ago
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
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
1 Year Ago
SSAO test for viewmodel
1 Year Ago
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
1 Year Ago
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
1 Year Ago
Avoid models rendering black when assigning blendable to them
1 Year Ago
New rendersystemvulkan & vfx_vulkan [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts Tag rendersystem for Sentry Use compute shader for bloom on Vulkan & fix uav barriers [?] My last few questionable shader fixes I need to go over Recompile all core shaders (spv only) Compiled base shaders (spirv only) [breaking change?] Pack light type in extra light data and make it all align in 128 bits for dxc [?] Fix water on vulkan
1 Year Ago
Remove all hacks we had for a second shadow atlas for viewmodel shadows
1 Year Ago
Fix water on vulkan
1 Year Ago
Keep error.shader with both dxbc and spirv Fix warnings on mathlib_base.fxc
1 Year Ago
Pack light type in extra light data and make it all align in 128 bits for dxc
1 Year Ago
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size