summaryrefslogtreecommitdiff
path: root/src/render/shaders/glsl/shadow.frag
Commit message (Collapse)AuthorAgeFilesLines
* renderer: more FP16 fixes (#14070)UjinT342026-05-071-32/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * fix fp16 blur with invalidation * restore tonemap code * fix fade outs * add sdr compat for unaware surfaces * use a better work space, not linear, only for sdr * fix hl tf -> wp tf * cache workbuffer descriptions * linear not normalised WIP * clear offload fb * CM math * fix includes * use precalculated cm for shadows * inner glow cm * quad cm * fix unmodified copy * codegen * cache color CM * mark blur dirty when CM/DS changes * avoid icc workbuffer * fp16 blur finish hack * fix output hdr luminances * use srgb for mirroring/sharing with fp16 * defaults people --------- Co-authored-by: Vaxry <vaxry@vaxry.net>
* opengl/shadow: fix shadow offset rendering (#14156)Vaxry2026-04-241-2/+4
|
* renderer: simplify shadows (#14047)UjinT342026-04-181-1/+2
|
* renderer: refactor part 7: api fixes (#13631)UjinT342026-03-281-13/+24
| | | | | | | Part 7 of ujin's refactors --------- Co-authored-by: Vaxry <vaxry@vaxry.net>
* renderer: shader variants refactor (#13434)UjinT342026-03-061-78/+42
| | | Part 0 of renderer reworks.
* render/cm: add ICC profile pipeline (#12711)Vaxry2026-03-041-6/+0
| | | Adds an ICC profile pipeline, loading via config and applying via 3D LUTs.
* renderer: optimise shader usage further, split shaders and add more caching ↵Tom Englund2026-01-171-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (#12992) * shader: split CM rgba/rgbx into discard ones make it branchless if we have no discards. * shader: ensure we dont stall on vbo uv buffer if we render a new texture before the previous was done gpu wise its going to stall until done, call glBufferData to orphan the data. this allows the driver to return a new memory block immediately if the GPU is still reading from the previous one * protocols: ensure we reset GL_PACK_ALIGNMENT reset GL_PACK_ALIGNMENT back to the default initial value of 4 * shader: use unsigned short in VAO loose a tiny bit of precision but gain massive bandwidth reductions. use GL_UNSIGNED_SHORT and set it as normalized. clamp and round the UV for uint16_t in customUv. * shader: interleave vertex buffers use std::array for fullverts, use a single interleaved buffer for position and uv, should in theory improve cache locality. and also remove the need to have two buffers around. * shader: revert precision drop we need the float precision because we might have 1.01 or similiar floats entering CM shader maths, and rounding/clamping those means the maths turns out wrong. so revert back to float, sadly higher bandwidth usage. * update doColorManagement api * convert primaries to XYZ on cpu * remove unused primaries uniform --------- Co-authored-by: UjinT34 <ujint34@mail.ru>
* cm: Use precomputed primaries conversion (#9814)UjinT342025-04-291-2/+1
|
* renderer/opengl: Extract shaders from source (#9600)UjinT342025-03-291-0/+100
--------- Co-authored-by: Mihai Fufezan <mihai@fufexan.net>