- Bluenoise in the game INSIDE (dithering, raymarching, reflections)
- Dithering, Ray marching, shadows etc
- A Survery of Blue Noise and Its Applications
- Moments In Graphics (void-and-cluster)
- Bart Wronski Implementation of Solid Angle algorithm
| // float->half variants. | |
| // by Fabian "ryg" Giesen. | |
| // | |
| // I hereby place this code in the public domain, as per the terms of the | |
| // CC0 license: | |
| // | |
| // https://creativecommons.org/publicdomain/zero/1.0/ | |
| // | |
| // float_to_half_full: This is basically the ISPC stdlib code, except | |
| // I preserve the sign of NaNs (any good reason not to?) |
| " lucius-vifm | |
| " Color scheme for vifm (http://vifm.sourceforge.net/) | |
| " Save this file as ~/.vifm/colors/lucius-vifm | |
| " In your ~/.vifm/vifmrc, make sure you have the following line: | |
| " color lucius-vifm | |
| " | |
| " This color scheme is loosely based on the lucius color scheme for vim | |
| highlight Win cterm=none ctermfg=250 ctermbg=236 |
| #include <stdio.h> | |
| #include <errno.h> | |
| #include <stdlib.h> | |
| #include <stdint.h> | |
| #include <assert.h> | |
| #include <string.h> | |
| #define streq(a, b) (!strcmp((a), (b))) | |
| #ifndef __USE_GNU | |
| #define __USE_GNU |
| #include <windows.h> | |
| #include <stdio.h> | |
| #include <string.h> | |
| #include <stdint.h> | |
| #include <gl/gl.h> | |
| #pragma comment(lib, "opengl32.lib") |
| // The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae | |
| // Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. | |
| // See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details | |
| float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize) | |
| { | |
| // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding | |
| // down the sample location to get the exact center of our "starting" texel. The starting texel will be at | |
| // location [1, 1] in the grid, where [0, 0] is the top left corner. | |
| float2 samplePos = uv * texSize; |
| int doubler(int x) { | |
| return 2 * x; | |
| } |
| Shader "WorldNormalFromDepthTexture" | |
| { | |
| Properties { | |
| [KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 |
| // Copyright (c) 2023 Tomasz Stachowiak | |
| // | |
| // This contribution is dual licensed under EITHER OF | |
| // | |
| // Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0) | |
| // MIT license (http://opensource.org/licenses/MIT) | |
| // | |
| // at your option. | |
| #include "/inc/frame_constants.hlsl" |