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Divide-Framework

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Entry Size Revision Updated
BRDF.frag 4.9K 889 Tue 04 Apr, 2017 16:01:34 +0000
bumpMapping.frag 6K 889 Tue 04 Apr, 2017 16:01:34 +0000
Fxaa3_11.frag 72.1K 721 Wed 08 Jun, 2016 15:47:49 +0000
lightData.frag 1.6K 892 Mon 15 May, 2017 20:43:39 +0000
materialData.frag 6.6K 906 Mon 26 Jun, 2017 20:58:19 +0000
pbr.frag 7.1K 889 Tue 04 Apr, 2017 16:01:34 +0000
phong_lighting.frag 1.2K 889 Tue 04 Apr, 2017 16:01:34 +0000
shadow_directional.frag 3K 734 Tue 21 Jun, 2016 16:28:11 +0000
shadow_point.frag 672 bytes 601 Wed 09 Dec, 2015 17:12:38 +0000
shadow_spot.frag 1.6K 732 Fri 17 Jun, 2016 14:46:33 +0000
shadowMapping.frag 1.8K 889 Tue 04 Apr, 2017 16:01:34 +0000
terrainSplatting.frag 4.2K 894 Sun 18 Jun, 2017 19:58:02 +0000
texturing.frag 87 bytes 329 Tue 07 Oct, 2014 12:51:37 +0000
utility.frag 5.1K 912 Sun 02 Jul, 2017 23:42:39 +0000
velocityCalc.frag 611 bytes 912 Sun 02 Jul, 2017 23:42:39 +0000

Commits for Divide-Framework/trunk/assets/shaders/GLSL/fragmentAtoms

Revision Author Commited Message
912 IonutCava picture IonutCava Sun 02 Jul, 2017 23:42:39 +0000

[Ionut]
- Add experimental Weighted Blended Order Independed Transparency (ref: http://casual-effects.blogspot.co.uk/2015/03/implemented-weighted-blended-order.html)
— Add per drawbuffer blend
— All translucent renderbin items go via the new OIT 2-step rendering: accumulation and composition
- Make sure we have proper blend enabled for text rendering
- Add a primitive form of PushConstants (unused yet. Emulated via Uniform calls)
- Fix bug with XMLParser not using case insensitive key lookups

906 IonutCava picture IonutCava Mon 26 Jun, 2017 20:58:19 +0000

[Ionut]
- Fix small issues with the previous commit

905 IonutCava picture IonutCava Mon 26 Jun, 2017 15:56:21 +0000

[Ionut]
Untested code

- Rework RenderBin/RenderPass/RenderQueue system to allow per-bin type rendering decision
— Added to allow implementation of Weighted, Blended Order-Independent Transparency later on
- Better detection of transparency and translucency in textures and materials. Used to separate Alpha-Discard based geometry from OIT translucent geometry

901 IonutCava picture IonutCava Fri 23 Jun, 2017 20:20:21 +0000

[Ionut]
- Fix shader issues in previous commit
- Fix splash screen gamma issue

899 IonutCava picture IonutCava Fri 23 Jun, 2017 15:37:44 +0000

[IonutCava]
- Move sRGB conversion and fog calculation to post-processing stages (fog in postProcessing using the depth buffer and sRGB in the presentToScreen step)
- Split the bloom.glsl file into multiple shaders: bloom, tonemap and luminanceCalc for ease of use purposes
- Rework RenderBin sorting: sort translucent/transparent nodes by material in depth passes
- Sort order is no longer part of RenderBin for better control

894 IonutCava picture IonutCava Sun 18 Jun, 2017 19:58:02 +0000

[Ionut]
- Fix terrain sphere-based LoD tessellation.
- Merge all terrain texture layers into a single texture array system to free up texture slots and speed up lookups.

892 IonutCava picture IonutCava Mon 15 May, 2017 20:43:39 +0000

[Ionut]
- Miscellaneous bug fixes

889 IonutCava picture IonutCava Tue 04 Apr, 2017 16:01:34 +0000

[IonutCava]
- Rework uniform passing/caching to better work with shader recompilation
- Cleanup shaders a bit for better performance

887 IonutCava picture IonutCava Mon 03 Apr, 2017 15:42:51 +0000

[IonutCava]
- Attempt to add a new bumpmapping technique to terrain
- Attempt to smooth terrain by averaging nearby heights

884 IonutCava picture IonutCava Mon 27 Mar, 2017 15:32:26 +0000

[Ionut]
- More terrain work