Commit Graph

382 Commits

Author SHA1 Message Date
ffa0482433 merge from master 2021-08-17 21:10:11 +01:00
a84b166a77 Particle EGUI stuff 2021-08-17 21:08:09 +01:00
c4214fedbe Don't use derivatives in vertex shader 2021-08-04 23:14:08 +01:00
a1026c36f5 Make bloom intensity configurable, make whether less blurred layers are added in toggleable, hold onto copy of pipeline modes instead of returning it from pipeline creation 2021-08-01 18:50:39 -04:00
6cabd74871 Make bloom optional with a config option that is not exposed in the UI (to give artists time to refine bloom before exposing the option) 2021-08-01 18:50:38 -04:00
bfdee903dd Add some of the changes from zesterer's patch including decreasing figure glow power, increasing glow of some particles, and fixing water normal normalization 2021-08-01 18:50:38 -04:00
7da064fb23 Add ability to edit shader to enable filtering dim values for experimentation 2021-08-01 18:50:38 -04:00
29bfee26c0 Add bloom passes in character select screen, use proper source image for bloom after clouds are applied, add blurred and less blurred stages of bloom together (experimental could remove), add filtering downsample pass that is not yet used 2021-08-01 18:50:37 -04:00
74e01f10e3 Fixes and extra bloom 2021-08-01 18:50:37 -04:00
2d83ef1c0e Initial bloom impl 2021-08-01 18:50:37 -04:00
82489782b4 Fix uniformity bug in ui shader 2021-07-31 21:34:29 +01:00
c56ecee988 Fix non uniform control flow in shader 2021-07-29 18:05:27 +01:00
5bdea9249c More sunset variation for higher graphics modes 2021-07-17 19:00:12 +01:00
Sam
997da21001 Particles for healing aura 2021-07-13 20:54:43 -05:00
aaf5f89076 Merge branch 'snowram/death-outcome' into 'master'
Adds an outcome to death with SFX and VFX

See merge request veloren/veloren!2519
2021-06-28 23:18:45 +00:00
3ec5306ed0 Adds an outcome to death with SFX and VFX 2021-06-29 00:14:05 +02:00
20a9a420c6 Merge branch 'imbris/bind-order' into 'master'
Ensure bind groups are ordered with the most frequently changed ones in later slots

See merge request veloren/veloren!2496
2021-06-28 15:39:31 +00:00
58f237eaf5 Ensure bind groups are ordered with the most frequently changed ones in later slots 2021-06-24 00:47:59 -04:00
f1b83962bd Fixed smooth layer at z=434 (and a few other) 2021-06-23 21:13:15 +02:00
8ab222bf80 Selectively disable glow flicker for small wins on low-end systems 2021-06-21 17:06:43 +01:00
f2c7836161 Makes summon range inclusive 2021-06-15 09:49:13 +02:00
97ce50e5d4 Add troll variants and roc npcs 2021-06-15 09:49:13 +02:00
4deeb42155 cave adjustments 2021-06-07 11:02:34 +02:00
1d23b7aebf finalize stats
t
2021-06-07 11:02:03 +02:00
9034d0f25d comment addressing, cave tweaks 2021-06-07 11:01:46 +02:00
Sam
93f90d514c Particles for ice spikes 2021-06-04 18:17:15 -05:00
Sam
a82984b925 Added base ability set 2021-06-04 18:17:14 -05:00
Sam
5bf99eac11 Added totem ability, totem ai, totem ability set, particles for totem abilities, and totem voxel model. 2021-06-03 21:39:15 -05:00
Sam
c81e1534f7 First 3 abilities for tidal warrior functional. Added bubble particles. 2021-06-03 21:39:13 -05:00
2b8eaae572 Update wgpu, cleanup a bit of commented shader code, improve sprite LOD selection code 2021-06-03 00:10:06 -04:00
01aa6af1fd Address various TODOs introduced in wgpu transition 2021-06-03 00:10:06 -04:00
8403e4c483 address/remove TODOs, fix comment typos, enable wgpu/trace feature by default (So no recompile is needed to collect an API trace) 2021-06-03 00:10:06 -04:00
7b04599a3b Implement a Debug pipeline for hitboxes and pathfinding lines.
- Implements mesh generation for cylinders and lines.
    - Implements an Id-allocator so that clients can mutate positions efficiently.
    - Is split into pipeline and scene modules.
    - Contains simple shaders that just pass through a position and color.
2021-06-03 00:10:06 -04:00
b84c8b2915 Remove weird syntax in cloud shader that was probably introduced when switching to textureLod 2021-06-03 00:10:06 -04:00
5749983868 Make shadow vert shaders always contain their content but ensure they are never used when shadow maps are disabled, remove uneeded shadow frag shader 2021-06-03 00:10:06 -04:00
d7683673ee Properly account for negative sun_dir.z in pow use in sky shaders 2021-06-03 00:10:06 -04:00
9ec4fd5b4b Remove commented out sprite code, including the code for getting verts for sprites with a texture rather than a storage buffer 2021-06-03 00:10:06 -04:00
9be424de53 Remove unused waves texture 2021-06-03 00:10:05 -04:00
7f9ba17dee Remove unused shadow bind group from the cloud pipeline 2021-06-03 00:10:05 -04:00
77689d1420 Comment out lod depth tweaks not designed for reverse depth, convert waves image to rgba before constructing a texture, misc fix after rebase 2021-06-02 23:59:50 -04:00
c7cab3e19e Fix missing include 2021-06-02 23:59:50 -04:00
086ea42ad7 Cloud and sprite shader fixes after rebase 2021-06-02 23:59:50 -04:00
aa1e292b03 Fix dx12 shader issues 2021-06-02 23:59:50 -04:00
577caa3047 Implement screenshots 2021-06-02 23:59:50 -04:00
64398f6c0a Try out using storage buffer for sprite vertices 2021-06-02 23:59:50 -04:00
b9931588e4 Fix bugs with sprite rendering 2021-06-02 23:59:50 -04:00
a90373604e Fix sprite vertex lookup, normalize sprite
normals in vert shader
2021-06-02 23:59:50 -04:00
8d63446300 Almost implement instance merging for sprites (validation error), rebase
fix
2021-06-02 23:59:50 -04:00
0f1c4080c4 Start sprite refactor 2021-06-02 23:59:49 -04:00
ad2b6c9014 Fix texture sampling syntax 2021-06-02 23:59:49 -04:00