Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update master to latest released version #6

Merged
merged 1,003 commits into from
Jan 2, 2025
Merged

Update master to latest released version #6

merged 1,003 commits into from
Jan 2, 2025

Conversation

pr0bability
Copy link
Owner

No description provided.

pr0bability and others added 27 commits October 21, 2024 23:19
Use more modern ways of sampling, i.e. 13-tap box
and 9-tap tent.
Improve rendering efficiency by not rendering every pass
to full resolution.
Removed leftover debug return.
Normalized normalize usage to be inside the PS,
instead of VS.
For some reason, tonemapping shader was not
getting the BloomBuffer passed in correctly in
s8 registry. Changed to s4 and it seems to fix the
issue.
Keeping old samplers around leads to very
weird leakage - for example, bloom not
working in interiors, or working, but
corrupting some other sampler state.
Decoded vanilla refraction shaders, might
as well add them without using them yet.
Broke down shadow rendering.
Inverted depth buffer fixes depth precision
to less any possible Z-fighting in the
distance.
Reworked old and unused SMAA with
updated code, integrated into the post
effects chain, expose edge detection
algorithm setting.
To avoid the Simple Fog Remover dependency.
Restored vanilla fog to terrain shaders.
Not really required to be forced, fog is
affected by DI by being pushed back a bit.
SkipFog removes vanilla fog altogether.
Update the NVR version after a long while,
in preparation of new nightly release.
Not compiling on every runs break some shaders
for some reason. Need to figure out why later.
It eats too many FPS for too little gain. With
the excellent LOD we have now, it is not required
to render high detail reflections.
Not sure if it does without forcing high detail,
but still better safe than sorry.
Shader check for lighting shaders ignored PAR.
Avoid rendering all NiSwitchNode children.
@pr0bability pr0bability merged commit 64dd1cc into master Jan 2, 2025
1 check passed
@pr0bability pr0bability deleted the terrain branch January 2, 2025 18:19
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

5 participants