Blender Git Commits

Blender Git "temp_hair_flow" branch commits.

Page: 18 / 32

October 29, 2014, 17:31 (GMT)
Second pass, blurs the downsampled buffer once.
October 29, 2014, 17:08 (GMT)
Use the correct shaders and varyings
October 29, 2014, 15:18 (GMT)
Viewport DOF:

* Scons builds correctly
* Separate vertex shader file for DOF, will make handling main easier
* Downsample color buffer + blur it. Circle of confusion is calculated
from zplane instead of length of distance from camera.
October 29, 2014, 11:46 (GMT)
First ping pong between low resolution buffers working. Nice landmark
for working code.

Also cleanup unused variables and do not bind the same texture to two slots
(blurred texture is going to be different anyway)
October 29, 2014, 11:01 (GMT)
Framebuffer compositing:

* Cleanup compositing buffers better when not needed.

* Support passes for the dof effect through defines in main - easy
solution to allow not having too many files for one shader effect.
October 29, 2014, 10:12 (GMT)
SSAO and DOF work well together now.
October 28, 2014, 20:24 (GMT)
Code that enables simultaneous DOF-SSAO effect. There's some sort of
texture coordinate offset still.
October 28, 2014, 18:44 (GMT)
Use optimized view space reconstruction for ortho case as well.
October 28, 2014, 18:07 (GMT)
Add a library file for projection shader code, should enable us to use
optimized position calculation again - relevant for both SSAO and DOF
October 28, 2014, 17:28 (GMT)
More attempts to synchronize viewport and camera dof - probably will
need fixes in the rendering systems. Reserve textures for the dof
effect.
October 28, 2014, 16:16 (GMT)
Moved render simplification function for particle distribution into the
distribution code.
October 28, 2014, 16:09 (GMT)
Removed unused variable.
October 28, 2014, 15:45 (GMT)
A little bit of code sanity by splitting particle distribution function
by type.

Instead of squashing totally unrelated code into the same monster
function.
October 28, 2014, 15:29 (GMT)
Moved particle code for distributions into own file to make hacking
easier.

This code is badly broken and needs to be replaced, but at least having
a workable code structure might help with quick hacks to fix the worst
cases.
October 27, 2014, 19:45 (GMT)
DOF calculation shader.
October 27, 2014, 10:10 (GMT)
Merge branch 'master' into viewport_experiments
October 27, 2014, 09:06 (GMT)
Add separate file for DOF effect and cleanup the parameter passing a little.
October 23, 2014, 20:42 (GMT)
Separate SSAO pass - it's unlikely we'll be able to reuse this with
depth of field in one pass, so better separate the shaders as well
October 23, 2014, 18:12 (GMT)
Fix irritating issue with self shadowing.

Issue here was position reconstruction could use depths from pixels off
the initial position. Using linear filtering here eliminates the issue.

Usually this is not correct however given that for depth discontinuities
we will get different depths anyway, the cases where we get smooth
interpolation of depths helps a lot in image quality.
October 23, 2014, 15:01 (GMT)
Add some pedantic GLSL casts to make shader compile in OSX
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021