userSam Pavloviccancel

1,418 Commits over 1,247 Days - 0.05cph!

1 Year Ago
Fix unitialized memory and not binding shape buffer if running out of space in high quality reflections
1 Year Ago
Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects
1 Year Ago
Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile
1 Year Ago
Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder
1 Year Ago
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
1 Year Ago
Treat warnings as errors on shader compilation on internal builds
1 Year Ago
Remove magic number and reproject view for tiled light builder
1 Year Ago
Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects
1 Year Ago
Initial work for VR Instancing for tiled light rendering
1 Year Ago
Fix spritecard compilation
1 Year Ago
Fix shader compilation
1 Year Ago
Correct box hit algorithm for tiled light builder
1 Year 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
1 Year Ago
Pass radius of light to shader so we dont need a sqrt operation on culling
1 Year Ago
Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job
1 Year Ago
Make rim light point up
1 Year Ago
Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨
1 Year Ago
Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
1 Year 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
1 Year Ago
Squashed commit of what was in master
1 Year Ago
Iterate on RenderBuffer Iterate on single pass downsampler
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
Remove redundant functions now that they are processed on the core shader Fix typo
1 Year Ago
Simplify that, and add d3dcompiler_47
1 Year Ago
Support for multiple d3dcompiler and their reflection types
1 Year Ago
Fix depth prepass not working
1 Year Ago
Add clip planes for spritecard, should fix physgun trail clipping on water
1 Year Ago
Unset D_ENABLE_INDIRECT combo on volumetric fog shader and leave it always on, indirect volume lightmap is also used for baked fog!
1 Year Ago
Fix glow outline on water
1 Year Ago
Fix baked volumetric fog
1 Year Ago
Evaluate cubemaps and lights on compute shader
1 Year Ago
Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms
1 Year Ago
Allow multi dimensional arrays on VFX Initial work for tiled light sorter Support for 3D arrays in VFX
1 Year 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
1 Year Ago
Delete material that referenced old cookieslice
1 Year 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
1 Year Ago
Some adjustments to glow, fix projection viewport being messed up, render them before translucents https://i.imgur.com/0uvh7xX.png
1 Year 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
1 Year 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
1 Year Ago
Add ScreenspaceCorrectionMultiview that does both resolution scaling and VR correction Use ScreenspaceCorrectionMultiview for refraction on glass and water
1 Year 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 😵‍💫
1 Year Ago
Remove #pragma optimize off that managed to slip through
1 Year Ago
Push water shader object with multiview support, drop multiview hack on it
1 Year 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
1 Year 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
1 Year Ago
Fix UI blurs and framebuffer fetches on VR
1 Year Ago
Fix water refraction on lower internal resolution modes
1 Year Ago
Fix VR spectator view with multiview instancing