userSam Pavloviccancel

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

9 Months Ago
Fix copytexture coordinates hi-z depth, fixes dynamic reflections on tools https://i.imgur.com/Qn3vHPl.png
9 Months Ago
Fix small fog clipping on seamless entry for fog Fix framebuffer copy scale for water Do softer collision on ripplecompute, fixes aliasing on screen border
9 Months Ago
Compiled complex with parallax fixes
9 Months Ago
Don't offset shadow position by parallax, causes problems when shadowing lights in parallel angles to the surface sboxgame/issues/issues/3349
9 Months Ago
Fix black borders on viewmodel ao when changing resolution and add thickness factor for back tracing
9 Months Ago
Fix 4 way blend on blendable
9 Months Ago
Fix merge conflict
9 Months Ago
Screen-Space Reflections (#736)
9 Months Ago
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different" This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4. Fixed AE_CL_PLAYSOUND anim events not playing for non-networked client-only entities Fix confusing comment Use margin for package selector modal so you can click out of it Merge branch 'master' into ssr
9 Months Ago
Compiled water shader
9 Months Ago
Use old water for dynamic reflection's first release but convert it to material API to fix a bunch of issue and as forward looking to water2, iterate on water collision
9 Months Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection Cleanup Frambuffertexture bullshit, it's on scenesystem now Try to escape backtracing linear search in power of two increments Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces Fix pathes and attributes Compiled shaders for SSR except complex Compiled Complex with SSR Default dynamic reflections to 0, cleanup Only do MSAA blit on depth, fixes SSR on vulkan and a bunch of other weird regressions
9 Months Ago
Compiled Complex with SSR
9 Months Ago
Compiled shaders for SSR except complex
9 Months Ago
Fix pathes and attributes
9 Months Ago
Try to escape backtracing linear search in power of two increments Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces
9 Months Ago
Cleanup Frambuffertexture bullshit, it's on scenesystem now
9 Months Ago
Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection
9 Months Ago
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence
9 Months Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision
9 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 Fix water ripple collision Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png
9 Months Ago
Update compiled shaders with AO changes
9 Months Ago
[Pick] Composite baked AO into diffuse lighting
9 Months Ago
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png
9 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 Fix water ripple collision Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan [Pick] Composite baked AO into diffuse lighting
9 Months Ago
[Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan
9 Months Ago
Much more accurate and faster way to calculate max depth on tiled light building by using depth hierarchy, increase tile size to
9 Months 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
9 Months 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
9 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 Fix water ripple collision Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water
10 Months 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
10 Months Ago
Do finer steps on soft shadowing of directional AO https://i.imgur.com/VDwm44j.png
10 Months Ago
[ pick ] Pick reprojection transform constants from SSR branch [ Pick ] let reflections api be more generic to use
10 Months Ago
Fix water ripple collision
10 Months Ago
[ Pick ] let reflections api be more generic to use
10 Months Ago
[ pick ] Pick reprojection transform constants from SSR branch
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