v3 shader development

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4 years 5 months ago #21 by Marty McFly
Replied by Marty McFly on topic v3 shader development
Why don't we unify the far plane setting? If someone needs a different setting he might as well use his own linearize depth function and that renders the idea of having one in a shared file useless. Linearized depth is linearized depth.. in the past I used 2 different ones because I didn't realize the output of the one equals the other * 100.0.

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4 years 5 months ago #22 by crosire
Replied by crosire on topic v3 shader development
That can be done, yeah. I guess the same applies to the "logarithmic" and "reverse" parameters as well.

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4 years 5 months ago - 4 years 5 months ago #23 by Marty McFly
Replied by Marty McFly on topic v3 shader development
Yep. Also, I ported MXAO to 3.0 format:

www.mediafire.com/download/i2chmcze6xgftfr/MXAO12b.zip

Forgot the label thing though. Seems like fps are roughly same in performance mode like when using old #define standard but compilation time went up a bunch.
Some things cannot be put into uniforms, like switching between textures apparently. Or I just have no idea why because I'm dead tired.
Last edit: 4 years 5 months ago by Marty McFly.
The following user(s) said Thank You: crosire, Golgotha

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