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907 Commits over 488 Days - 0.08cph!

Today
Fix 4 layer blend causing crashes again
Yesterday
Parallax offset should be in the pixel input, not vertex input
4 Days Ago
Update shader builder
4 Days Ago
Update shader builder
4 Days Ago
Get rid of xen animations and interaction volume
4 Days Ago
Render state overriding MappingDimensions source Remove S_TRANSFORM_CONSTANT_BUFFER, unused FeatureExists Parallax Occlusion for complex Remove sbox_shared and sbox_vertex Re-organize user shader includes. Add helper functions. Misc API changes to shading model Blendable tri-plannar mapping Update & Cleanup all our shaders Remove Sys( SYSTEM ) Remove sbox_lighting & sbox_pixel
5 Days Ago
Drop HAS_NO_ENTRY_POINT macro
5 Days Ago
MappingDimensions spelling error Rename IS_COMPUTE_SHADER
9 Days Ago
Shader-Pain branch This supersedes #645 Finally, blendable compiles again Update everything to use the new names but try not to break valves api in the process A flat out macro replacement breaks quite a bit of stuff unexpectedly and changes some APIs which happen to have the example same name as inputs & outputs. Doing this selectively prevents all those issues and keeps us in line for any future updates we get need this too Actually append an base VS & PS section if we don't have one Get rid of our old legacy instancing Revert "Get rid of xen animations" This reverts commit 84f51906057979ecc0db1577d6da9d30eafc1f70. Revert "Get rid of environmental interaction stuff too, it's unused so no point in having it" This reverts commit c78ca6f7d2778af2948ebc540745e23ca89e6ac8. Throw in an include which is defined post inputs for the includes which actually need a pixel input defined for function arguments Get rid of environmental interaction stuff too, it's unused so no point in having it Get rid of xen animations Rename all pixel/vertex struct members to simpler names. Allow API to handle both cases of the old & new name Remove #pragma optimize("", off) Allow procedural for both post processing and surface shaders Fix the remaining shaders with the new updates Move render states to ui/pixel.hlsl so we don't set them all the time manually Strip and cleanup UI shaders. Move all helper funcs to their own file instead of copy pasting them. Use our public facing names instead of internal names Fix optional entry points not being found when behind definition guard Initial work on cleaning up UI shaders Allow F_MORPH_SUPPORTED to finally be optional too Split surface.hlsl and surface.minimal.hlsl, fix GatherMaterial when not using texture inputs Reorganize again, allow having both pixel & vertex input independently optional Fix it so it compiles Optional entries for surface shading Create post_process.hlsl, provide default entry point for vertex and input The example post processing shader can now just be a pixel shader instead of everyone copying the exact same vertex shader all the time Add helpers for determining which shader stage we're processing Allow optional VS_INPUT and PS_INPUT, also allow optional entry points Fix the remaining shaders so they now compile Blendable compile fix Make HQ Reflections, ripplecompute & tiled light compile again Move triplanar to different file, we don't always define pixel input Fix DepthToRealDepthWorldUnits Oops Initial support for tri-plannar mapping in blendable. sboxgame/issues/issues/1003 Add Tex2DTriplanar for sampling with tri-plannar mapping Get rid of S_TRANSFORM_CONSTANT_BUFFER Allow fetching world mapping size within shaders Add CreateMaterial() for returning a struct with default parameters for a material Split texture & attribute inputs from the pixel include. Not every material should be forced to use Color, Normal, Roughness etc. Now there's the option of including just the APIs and not being forced to use specific attributes, features or textures Get rid of the last of our internal sbox_ includes Do the same for sbox_lighting, move to public Get rid of sbox_pixel.fxc, trim & move to public Start implementation of common helper functions people need for shaders - RemapDepthToViewport - DepthToApproximateWorldUnits - DepthToRealDepthWorldUnits - ReconstructPositionFromDepth Move shader includes into folders instead of long names in 1 folder Actually account for opacity in the shading models. Opacity now works for ShadingModelValveStandard Let high quality reflections propagate to all user shaders optionally since we can just check if a feature even exists now Trim a lot of features needed to be included, they're now optional instead of forced! Last one left is morph, still need to do some work to get rid of that one! https://files.facepunch.com/ognik/1b1011b1/sbox-dev_r0eCOvInhu.png F_ADDITIVE_BLEND is no longer mandatory for shaders Update all shaders Fix complex compile errors due to secondary UV truncation + parallax occlusion & detail textures Revert "debug prints" This reverts commit 637cd5109d557a230fd02d4828c726cc37a9da7d. Revert "more debug prints" This reverts commit fd9301e0773cf03e2c12117cac92ed6495aad25c. Update post_process.shader_c more debug prints debug prints Add FeatureExists preprocessor function, lets you check if a feature exists Drop additive blending combo from complex, make parallax occlusion replace it since it's an extra sampler Rebase fixes Allow us to reference features at runtime & set default values when they don't exist Built shaders for testing Add Parallax Occlusion to complex Return the full range of NdotL instead of the saturated version to allow for more lighting models out of the box Mark glow shaders as dev only Get rid of postprocess example, should be on the wiki Drop sys from Combos, this was removed with shader-assets and does nothing now Remove the needing to require special definitions when overwriting render states supersedes #648
10 Days Ago
Finally, blendable compiles again
10 Days Ago
Revert "Get rid of environmental interaction stuff too, it's unused so no point in having it" This reverts commit c78ca6f7d2778af2948ebc540745e23ca89e6ac8. Revert "Get rid of xen animations" This reverts commit 84f51906057979ecc0db1577d6da9d30eafc1f70. Get rid of our old legacy instancing Actually append an base VS & PS section if we don't have one need this too Update everything to use the new names but try not to break valves api in the process A flat out macro replacement breaks quite a bit of stuff unexpectedly and changes some APIs which happen to have the example same name as inputs & outputs. Doing this selectively prevents all those issues and keeps us in line for any future updates we get
11 Days Ago
Throw in an include which is defined post inputs for the includes which actually need a pixel input defined for function arguments
12 Days Ago
Get rid of environmental interaction stuff too, it's unused so no point in having it
12 Days Ago
Get rid of xen animations
12 Days Ago
Rename all pixel/vertex struct members to simpler names. Allow API to handle both cases of the old & new name
15 Days Ago
Fix the remaining shaders with the new updates Allow procedural for both post processing and surface shaders Remove #pragma optimize("", off)
16 Days Ago
Move render states to ui/pixel.hlsl so we don't set them all the time manually
16 Days Ago
Strip and cleanup UI shaders. Move all helper funcs to their own file instead of copy pasting them. Use our public facing names instead of internal names
16 Days Ago
Fix optional entry points not being found when behind definition guard
17 Days Ago
Fix light bounces for bendable with 1 layer
18 Days Ago
Initial work on cleaning up UI shaders
18 Days Ago
Remove the needing to require special definitions when overwriting render states supersedes #648 Drop sys from Combos, this was removed with shader-assets and does nothing now Drop Sys( X ) from all shaders This supersedes #645 Get rid of postprocess example, should be on the wiki Mark glow shaders as dev only Return the full range of NdotL instead of the saturated version to allow for more lighting models out of the box Add Parallax Occlusion to complex Built shaders for testing Allow us to reference features at runtime & set default values when they don't exist #pragma optimize("", off) Rebase fixes Drop additive blending combo from complex, make parallax occlusion replace it since it's an extra sampler Add FeatureExists preprocessor function, lets you check if a feature exists debug prints more debug prints Update post_process.shader_c Revert "more debug prints" This reverts commit fd9301e0773cf03e2c12117cac92ed6495aad25c. Revert "debug prints" This reverts commit 637cd5109d557a230fd02d4828c726cc37a9da7d. Fix complex compile errors due to secondary UV truncation + parallax occlusion & detail textures Update all shaders F_ADDITIVE_BLEND is no longer mandatory for shaders Trim a lot of features needed to be included, they're now optional instead of forced! Last one left is morph, still need to do some work to get rid of that one! https://files.facepunch.com/ognik/1b1011b1/sbox-dev_r0eCOvInhu.png Let high quality reflections propagate to all user shaders optionally since we can just check if a feature even exists now Actually account for opacity in the shading models. Opacity now works for ShadingModelValveStandard Move shader includes into folders instead of long names in 1 folder Start implementation of common helper functions people need for shaders - RemapDepthToViewport - DepthToApproximateWorldUnits - DepthToRealDepthWorldUnits - ReconstructPositionFromDepth Get rid of sbox_pixel.fxc, trim & move to public Do the same for sbox_lighting, move to public Get rid of the last of our internal sbox_ includes Split texture & attribute inputs from the pixel include. Not every material should be forced to use Color, Normal, Roughness etc. Now there's the option of including just the APIs and not being forced to use specific attributes, features or textures Add CreateMaterial() for returning a struct with default parameters for a material Allow fetching world mapping size within shaders Get rid of S_TRANSFORM_CONSTANT_BUFFER Add Tex2DTriplanar for sampling with tri-plannar mapping Initial support for tri-plannar mapping in blendable. sboxgame/issues/issues/1003 Oops Fix DepthToRealDepthWorldUnits Move triplanar to different file, we don't always define pixel input Make HQ Reflections, ripplecompute & tiled light compile again Blendable compile fix Fix the remaining shaders so they now compile Allow optional VS_INPUT and PS_INPUT, also allow optional entry points Add helpers for determining which shader stage we're processing Create post_process.hlsl, provide default entry point for vertex and input The example post processing shader can now just be a pixel shader instead of everyone copying the exact same vertex shader all the time Optional entries for surface shading Fix it so it compiles Reorganize again, allow having both pixel & vertex input independently optional Split surface.hlsl and surface.minimal.hlsl, fix GatherMaterial when not using texture inputs Allow F_MORPH_SUPPORTED to finally be optional too
19 Days Ago
Allow F_MORPH_SUPPORTED to finally be optional too
19 Days Ago
Split surface.hlsl and surface.minimal.hlsl, fix GatherMaterial when not using texture inputs
19 Days Ago
Reorganize again, allow having both pixel & vertex input independently optional
22 Days Ago
Fix it so it compiles
22 Days Ago
Optional entries for surface shading
23 Days Ago
Allow optional VS_INPUT and PS_INPUT, also allow optional entry points Add helpers for determining which shader stage we're processing Create post_process.hlsl, provide default entry point for vertex and input The example post processing shader can now just be a pixel shader instead of everyone copying the exact same vertex shader all the time
25 Days Ago
Oops Fix DepthToRealDepthWorldUnits Move triplanar to different file, we don't always define pixel input Make HQ Reflections, ripplecompute & tiled light compile again Blendable compile fix Fix the remaining shaders so they now compile
26 Days Ago
Initial support for tri-plannar mapping in blendable. sboxgame/issues/issues/1003
26 Days Ago
Add CreateMaterial() for returning a struct with default parameters for a material Allow fetching world mapping size within shaders Get rid of S_TRANSFORM_CONSTANT_BUFFER Add Tex2DTriplanar for sampling with tri-plannar mapping
29 Days Ago
Revert "Merge pull request #708 from Facepunch/complex-parallax" This reverts commit 1b03287d33734ebf700e0da2bde65e18fa70c84d, reversing changes made to 2cea20324dd76565c24de4a769a2b552f24c4fca.
29 Days Ago
Add Parallax Occlusion to complex Grabbed from #665 Add Sys( ALL ) for the time being Compiled shader Merge pull request #708 from Facepunch/complex-parallax Add parallax occlusion to complex
29 Days Ago
Compiled shader
29 Days Ago
Split texture & attribute inputs from the pixel include. Not every material should be forced to use Color, Normal, Roughness etc. Now there's the option of including just the APIs and not being forced to use specific attributes, features or textures
29 Days Ago
Get rid of sbox_pixel.fxc, trim & move to public Do the same for sbox_lighting, move to public Get rid of the last of our internal sbox_ includes
30 Days Ago
Add Parallax Occlusion to complex Grabbed from #665 Add Sys( ALL ) for the time being
30 Days Ago
Replace Build only complex with something more generic, didn't know we could do this!
30 Days Ago
Kill spritecard only action, add complex only action
30 Days Ago
Kill spritecard only action, add complex only action
30 Days Ago
30 Days Ago
Add Sys( ALL ) for the time being
30 Days Ago
Move shader includes into folders instead of long names in 1 folder Start implementation of common helper functions people need for shaders - RemapDepthToViewport - DepthToApproximateWorldUnits - DepthToRealDepthWorldUnits - ReconstructPositionFromDepth
31 Days Ago
Add Parallax Occlusion to complex Grabbed from #665
31 Days Ago
Actually account for opacity in the shading models. Opacity now works for ShadingModelValveStandard
31 Days Ago
Remove the needing to require special definitions when overwriting render states supersedes #648 Drop sys from Combos, this was removed with shader-assets and does nothing now Drop Sys( X ) from all shaders This supersedes #645 Get rid of postprocess example, should be on the wiki Mark glow shaders as dev only Return the full range of NdotL instead of the saturated version to allow for more lighting models out of the box Add Parallax Occlusion to complex Built shaders for testing Allow us to reference features at runtime & set default values when they don't exist #pragma optimize("", off) Rebase fixes Drop additive blending combo from complex, make parallax occlusion replace it since it's an extra sampler Add FeatureExists preprocessor function, lets you check if a feature exists debug prints more debug prints Update post_process.shader_c Revert "more debug prints" This reverts commit fd9301e0773cf03e2c12117cac92ed6495aad25c. Revert "debug prints" This reverts commit 637cd5109d557a230fd02d4828c726cc37a9da7d. Fix complex compile errors due to secondary UV truncation + parallax occlusion & detail textures Update all shaders F_ADDITIVE_BLEND is no longer mandatory for shaders Trim a lot of features needed to be included, they're now optional instead of forced! Last one left is morph, still need to do some work to get rid of that one! https://files.facepunch.com/ognik/1b1011b1/sbox-dev_r0eCOvInhu.png Let high quality reflections propagate to all user shaders optionally since we can just check if a feature even exists now
51 Days Ago
Pass depth buffer to translucent pass for glass Add Tex2DMaxMSAA Fix ghosting on glass when something is in-front of blurred glass
53 Days Ago
Aggressively clip water reflections to prepare for SSR
53 Days Ago
Fix water reflections renderbounds so it doesn't take the size of the entire map
53 Days Ago
Fix crash when fetching object bounds too early