armory/Shaders/std
N8n5h 8e972f75fd Fix light visual artifact when close to the camera
This fixes a current problem with lights that occurs when getting too
close to the camera. The issue is related to the clustering algorithm
and cluster near.

Cluster near explanation:

Because of the logarithmic nature of how the Z slice is calculated,
clusters slices get "burned" too quickly at the start of the frustum,
which is not ideal. To aid this, and offset is applied to the start of
the cluster frustum, and that is clusterNear.

Cluster near solves that problem but creates another one: There is a gap
between the near plane and the cluster near offset that gets completely
ignored when calculating. And this results in the visual artifact of
slices not being affected by light whatsoever.

The proposed solution is make the gap resolve to the first slice of Z
clusters.
2021-03-13 13:30:19 -03:00
..
brdf.glsl Improved light sampling 2018-12-10 17:25:29 +01:00
clusters.glsl Fix light visual artifact when close to the camera 2021-03-13 13:30:19 -03:00
colorgrading.glsl Merge in PPM 2020-03-04 17:45:19 +01:00
conetrace.glsl Use voxelao instead of voxelgi, gi will be reworked into raytracing 2019-04-06 18:52:21 +02:00
denoise.glsl Add denoise shader 2019-12-02 14:34:56 +01:00
dof.glsl Merge in PPM 2020-03-04 17:45:19 +01:00
filters.glsl Fix resolve pass 2019-04-16 13:30:35 +02:00
gbuffer.glsl Metal fixes 2020-05-11 09:03:13 +02:00
ies.glsl Crude ies lamp support 2017-08-17 14:37:04 +02:00
light.glsl Remove the inversion in shader of spot light uv for atlas 2021-03-01 18:39:32 -03:00
light_mobile.glsl Remove the inversion in shader of spot light uv for atlas 2021-03-01 18:39:32 -03:00
ltc.glsl Cleanup ltc 2019-02-26 23:35:00 +01:00
mapping.glsl Fix support for box/triplanar mapping 2020-03-14 23:44:15 -03:00
math.glsl Update math.glsl 2020-12-16 18:57:25 +01:00
normals.glsl Rename abs to world for clarity 2017-07-14 11:43:12 +02:00
shadows.glsl Fixed point lights breaking for Krom Windows with shadow map atlas 2021-03-01 18:39:32 -03:00
shirr.glsl Pass irradiance uniform as argument 2020-05-10 19:43:02 +02:00
skinning.glsl Cascaded shadows 2017-11-15 13:34:51 +01:00
ssrs.glsl Metal fixes 2020-05-11 09:03:13 +02:00
sss.glsl Transluc + sss fixes 2019-01-24 12:47:51 +01:00
tonemap.glsl More tonemapping 2017-02-25 00:57:13 +01:00
vr.glsl Renderer speedup round 2 2017-03-12 17:29:22 +01:00