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Credits
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Some of the code is inspired by the ideas presented below:
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- Enhanced ambient occlusion is based on Capt Tatsu's ambient occlusion used in
BSL Shaders:
https://bitslablab.com/bslshaders/
- Shadow bias technique from Emin implementation, based on a concept
reimagined by gri573:
https://www.complementary.dev/
- Interleaved noise from:
"NEXT GENERATION POST PROCESSING IN CALL OF DUTY: ADVANCED WARFARE"
http://advances.realtimerendering.com/s2014/index.html
- TAA is based on Erkaman's TAA simple implementation:
https://gist.github.com/Erkaman
- Phi noise by delu:
https://www.shadertoy.com/view/Nst3R7
Based on TinyTexel:
https://www.shadertoy.com/view/wltSDn
Based on:
http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
- R dither based on:
http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
- Dither 13 and Dther 17 by atyuwen:
https://www.shadertoy.com/view/wl3cWX
Based on:
https://developer.oculus.com/blog/tech-note-shader-snippets-for-efficient-2d-dithering/
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If any functions were listed here, and are no longer listed,
they have been removed or replaced by own functions.
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I am not a graphics developer, I made this shader out of curiosity and
my personal use, but I think it is good enough to be shared.
I have not copied, but have tried to learn, adapt and modify
other people's ideas in favor of the shader.
If you think I have violated your copyright, please notify me.
javierg.cim at gmail.com