userSam Pavloviccancel

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

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
Update ShaderPackageType to have AssetType as Shader
10 Months Ago
Update glass_scope shader
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
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
10 Months Ago
Fix glass not compositing translucency properly, also fix area light problems with it
10 Months Ago
Fix vrad light bounces for blendable
10 Months Ago
Update shader objects
10 Months Ago
Revert that change to readd structs and do the proper fix
10 Months Ago
Keep struct in cbuffer layouts for legacy layout
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
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)
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
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
11 Months Ago
SSAO test for viewmodel
11 Months 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
11 Months Ago
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
11 Months Ago
Avoid models rendering black when assigning blendable to them
11 Months 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
11 Months Ago
Remove all hacks we had for a second shadow atlas for viewmodel shadows
11 Months Ago
Fix water on vulkan
11 Months Ago
Keep error.shader with both dxbc and spirv Fix warnings on mathlib_base.fxc
11 Months Ago
Pack light type in extra light data and make it all align in 128 bits for dxc
11 Months Ago
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size
11 Months Ago
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size