Teejoon
958850903a
Moved ViewSpacePosition calculation from fragmenst shader to vertexshader
2016-03-13 00:08:49 +01:00
FakeShemp
e25c9ee690
Merge remote-tracking branch 'origin/master' into Shadows
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/Renderer.h
# resources/Shaders/ForwardPlus.vert.glsl
# resources/Shaders/ForwardPlusSkinned.vert.glsl
# src/Engine/Rendering/Renderer.cpp
2016-03-09 19:38:55 +01:00
Teejoon
155d700a44
WIP
2016-03-08 16:19:56 +01:00
Teejoon
b38ebbe676
Shadows now working on NVIDIA cards too
2016-03-07 14:00:08 +01:00
FakeShemp
7ea26d10ee
Rewritten. Works as a charm now.
2016-03-03 03:28:21 +01:00
FakeShemp
28e9ba1208
Merge branch 'master' into Shadows
...
# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/FrameBuffer.cpp
# src/Engine/Rendering/Renderer.cpp
2016-03-03 03:00:05 +01:00
FakeShemp
70374fa10e
It compiles, but no shadows
2016-02-29 18:20:32 +01:00
Teejoon
f56705d921
You can now change the quality of SSAO by sliding the SSAO Quality
2016-02-26 11:51:20 +01:00
Teejoon
adceccf402
SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.
...
Changed so that the picking pass get drawn once in the beginning so that the AO shatde could calculate AO from the depthbuffer generated during pthe pickingpass.
In the ImGUI debugg window there is now sliders to change the behavior of the AO shader. Only the minimum ambient lightning is HardCoded in to the frowardPlus fragmentshaders with a define in the begining.
2016-02-22 14:48:20 +01:00
Teejoon
f088aa1d85
Commit the files now....
2016-02-11 18:45:48 +01:00