Tag: #shaders (11) Clear filter ×

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Xenthio explains how his Source 2-style renderer works

In #developer-talk, Xenthio explained that his Source 2-style renderer is a replacement for shaderapi plus his own lightmap baker. Baking takes about 40 seconds on a map's first load; after that the map opens instantly.

Details

He plans bicubic lightmaps. Evgeny Akabenko showed a comparison and asked about seams, the main problem with bicubic filtering; Xenthio said he hasn't tackled that yet.

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Evgeny Akabenko asks Facepunch to publish the source of its own shaders

In #next-update, Evgeny Akabenko asked Rubat to publish on GitHub the source of GMod's own, non-Valve shaders: g_bloom, g_blurx, g_blury, g_bokehblur, g_colormodify, g_downsample, g_morph, g_premultiplied, g_refract, g_screenspace, g_sharpen, g_sky, g_sobel, g_sunbeams and g_texturize. not.ejay noted they could already be decompiled half decently with vcs-decompiler, but saw no reason not to publish them.

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Fading static props stop writing depth

In #next-update, Earu asked why fading static props stop writing depth while they fade out. Artemking4 and Evgeny Akabenko explained that fading props are moved to the translucent pass, and translucent objects don't write depth. In the evening discussion, Rubat asked why transparent props would write depth at all, and said alpha testing is irrelevant for fadeouts. Earu said he would remove his issue. Evgeny Akabenko and Earu then discussed dithered fades combined with TAA.

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Spawnmenu middle-click regression fixed, Infected shader fallback moved into code

Commit 4e35e7 on main fixes the spawnmenu middle mouse click regression, makes the spawnmenu survive addons that provide incomplete NPC weapon data, and replaces the shipped edited Infected materials with a fallback done in code.

Details

Full change list:

  • Fixed Spawnmenu middle mouse click regression
  • Handle addons not providing complete data for NPC weapons, so the spawnmenu doesn't get bricked entirely
  • Fixed -force32bit trying to launch 64-bit CEF
  • Use more dynamic fallback for Infected shader: instead of shipping edited materials, it is done in code
  • Fix false positive with "Out of bounds bone in CIKContext"
  • Fixed potential npc_alyx related crashes
  • Potential fix for a crash on "that one CS:S map"
  • Update Windows symstore path

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