samcake
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61de063b29
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Developping the Light Clusters, adding visualization
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2016-09-08 18:02:35 -07:00 |
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sam
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a4df8a84b7
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introducing the light Clusters
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2016-09-08 00:11:54 -07:00 |
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samcake
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6a08c74463
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Several experimetations without success
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2016-09-07 18:39:07 -07:00 |
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samcake
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139ba1b71c
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REnaming the shaders correctly
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2016-09-07 14:56:01 -07:00 |
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samcake
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34f40e0828
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Creating a separate shader for the locallighting pass
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2016-09-06 19:01:13 -07:00 |
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samcake
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665a79f100
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Creating a separate shader for the locallighting pass
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2016-09-06 18:59:26 -07:00 |
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samcake
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9bed047b75
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Less warnings
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2016-09-06 16:42:01 -07:00 |
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samcake
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1165c54f67
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cleaning up the IndexedContainer in its own file and removing warnings
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2016-09-06 16:24:03 -07:00 |
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samcake
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0c45627d94
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CLeaning up the code for the RenderableLightEntityItem
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2016-09-06 12:39:48 -07:00 |
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sam
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b81dfefbeb
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pack all the lights in a single buffer and shade the opaque with a single full screen path
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2016-09-03 12:08:53 -07:00 |
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samcake
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d2a15ca82c
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Trying to migrate to a light array instead of each individual lights
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2016-09-02 17:51:35 -07:00 |
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samcake
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e72791233d
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overall clean up of th elocal light drawing to avoid the in/out pipeline case, still seeing big cost on gpu from the spot lights
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2016-09-01 18:08:36 -07:00 |
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samcake
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96935504a1
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Streamlining the lighting phase for better performances
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2016-09-01 15:20:14 -07:00 |
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samcake
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a537f40158
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Moving to a simpler lighting shader
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2016-09-01 12:10:15 -07:00 |
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samcake
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354cbbc927
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Investigate why the disable depth Bclamp doesn't work
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2016-08-31 19:14:35 -07:00 |
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samcake
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47aaed491d
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Merging with Blue
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2016-08-30 17:06:29 -07:00 |
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samcake
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93aec28c7b
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Less warning
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2016-08-30 14:54:58 -07:00 |
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samcake
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faef8a9930
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Adding the timing for GPU support with a simpelr JobConfig
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2016-08-30 12:22:21 -07:00 |
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samcake
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3755a3fc32
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Add batch timing information vs gpu
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2016-08-29 17:54:17 -07:00 |
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samcake
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4bf93f66df
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Cleaning up the lights and the light stage
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2016-08-26 17:47:20 -07:00 |
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samcake
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b5296410c3
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Merge branch 'master' of https://github.com/highfidelity/hifi into hdr
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2016-08-18 10:20:33 -07:00 |
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Brad Davis
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6d7edd38cc
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Rename clearViewTransform
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2016-08-12 22:28:59 -07:00 |
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Brad Davis
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cbe1f6dbf5
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Allow the lighting framebuffer to use the camera correction to stabilize lights in the HMD
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2016-08-12 22:28:32 -07:00 |
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Brad Davis
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adcfd55cc0
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Batch replay reprojection
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2016-08-12 22:28:23 -07:00 |
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samcake
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afb1ebf42e
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Revolutionizing ao
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2016-07-26 23:19:41 -07:00 |
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samcake
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4742f40128
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Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusion
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2016-07-19 12:23:57 -07:00 |
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samcake
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22ac95d463
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REvisiting the RangeTimer to measure the real gpu duration
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2016-07-15 09:12:16 -07:00 |
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samcake
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d69be5e4d2
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Fixing the default value for the lightingMOdel flag when using debugDeferredLighting
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2016-07-14 16:45:56 -07:00 |
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samcake
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3ab56062d4
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Address some warnings and syntax issues
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2016-07-14 12:06:02 -07:00 |
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samcake
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f6671b34fa
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Fix the transformation problem for rendering the mini mirror (scattering is still screwed though)
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2016-07-13 18:26:53 -07:00 |
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samcake
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219b41e813
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Fix the mini mirror perf issue and improve the debugDeferredLighting script
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2016-07-13 17:37:35 -07:00 |
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samcake
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9f91dd5bfc
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Cleaning the gpu-test app to work with the new deferred pipeline
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2016-07-13 10:19:42 -07:00 |
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samcake
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51594fefa2
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more clean up
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2016-07-12 18:21:31 -07:00 |
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samcake
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cde17ecaab
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Clenaing the rendering and the framebuffer allocations
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2016-07-12 14:34:54 -07:00 |
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samcake
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ba7590712a
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BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
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2016-07-11 18:33:57 -07:00 |
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samcake
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37f7596183
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Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass
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2016-07-08 09:04:10 -07:00 |
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samcake
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5827993125
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Fixing warnings
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2016-07-07 16:30:10 -07:00 |
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samcake
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2a52f1db7f
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Adding the lighting model class to configure accross the jobs the lighting
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2016-07-01 18:36:51 -07:00 |
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samcake
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9a604d0ede
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Bringing Beckmann specular to the lighting
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2016-06-30 19:03:24 -07:00 |
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samcake
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ab21a5a5d5
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FIxing the bad brdf and adding better debug tool and better Pipeline architecture
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2016-06-29 18:59:06 -07:00 |
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samcake
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d128af48db
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Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL
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2016-06-28 13:47:55 -07:00 |
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samcake
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e95a31f760
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CLeaning up and debugging the splotch
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2016-06-24 09:18:04 -07:00 |
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samcake
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884b9211c6
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Curvature is looking correct now without artefact, moving on to the lighting
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2016-06-23 17:13:48 -07:00 |
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samcake
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3ec14fd746
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MErging and still trying to understand the curvature isssue
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2016-06-22 18:06:55 -07:00 |
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samcake
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0c882832bf
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Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now)
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2016-06-20 17:58:35 -07:00 |
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samcake
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37a6d29406
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Finally clean the lighting pass for global and local lights, split it into global and locals and make it work with the stereo single drawcall
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2016-06-17 17:19:49 -07:00 |
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samcake
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904efc8076
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SPlitting appart the DeferredLIghting Effect
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2016-06-17 09:31:32 -07:00 |
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samcake
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350f06465d
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Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering!
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2016-06-16 18:28:08 -07:00 |
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samcake
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2d7118dacc
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clening up the code
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2016-05-19 10:21:00 -07:00 |
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samcake
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89f18aee3b
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Simplifying the deferredbuffer clear and enableing z test for lighting pass
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2016-05-18 13:14:42 -07:00 |
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