Commit graph

7 commits

Author SHA1 Message Date
Alexander Hartmann
78ede4f8b6 Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx 2024-07-20 22:01:35 +02:00
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
Matias N. Goldberg
6e7d87fb25 Use fullscreen tri instead of quad 2023-08-05 17:09:06 -03:00
ceLoFaN
e844b95eaf Fix DoF artifacting at high blur amounts 2022-09-05 21:38:40 +03:00
clayjohn
385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
clayjohn
7d6287f616 Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again 2022-08-12 16:39:05 -06:00
Bastiaan Olij
9939cfc4c4 Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
Renamed from servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl (Browse further)