Improved my SSAO by doing it backwards!

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@katagames
Improved my SSAO by doing it backwards!
A quick look into the procedural face animations! Play with the source code on shadertoy: https://www.shadertoy.com/view/7sScRm
new shiny shader fire!
Finally added real skinning!
Animations are happening now!
Increasing the frame-rate a decent amount, also you can see some programmer art slowly developing towards the final art direction
decided to make my own scripting language for my engine
https://github.com/brwhale/KataScript
Clear and shiny things + Waves have depth + Framerate Boost
After doing the depth mapping stuff, I realized the waves weren't reporting any depth offsets, so no waves have depth and splash onto shore much better. Then I watched an anime about crystal people and redid my transparency pipeline, I didn't even try to make the reflections accurate so far, but it looks waaaaay better than before.
Then I was fixing a bug and happened on a more efficient way to update my per-frame-data to the gpu and now there's about a 15fps increase on my 1060!
Did a lot of shader improvements this week! First, I upgraded my material/lighting system from plastic-y phong shading to a more modern PBR (physically based rendering) shading technique. Then as I was adding PBR material textures (thanks FreePBR!) I noticed a lot of them had heightmaps, so not wanting to discard those, I also added Parallax Occlusion Mapping (POM)! While I was mucking around in the shaders, I also increased the simultaneous light limit by making some optimizations! I also fixed the cloud shapes and added a bit of detail... the cloud shader is raymarched and actually supports a really high level of detail, but I can't run it that high at a good enough framerate with a whole scene of other stuff rendering too because I just have a 1060. Next I need to rework the shadows because they're super inefficient, you can see the framerate jump up 10-15 frames when the sun goes down and the engine doesn't draw sun shadows anymore. Maybe I should not draw shadows for the grass? I notice most games don't have grass casting shadows. Oh but first I need to finish setting up PBR material textures for the cat and the trees, as you can see they're currently shiny af.
Made a quick way to show each output layer from the deferred shader, so I figured I’d make a video of it :P
Added sounds! (and made a whole 3d sound engine lol)
Destroyable Car, now with more pieces!
Bringing back more old features, Realtime Level Editing
Added some options to the options menu
Early look at new clouds
Lights and LUTs
Floppy Cat is now in the Vulkan engine!