Brad Davis
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c8e664a0a1
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New SPIRV Shader toolchain
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2018-10-23 10:40:12 -07:00 |
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sam gateau
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4fc6466250
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update shaders
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2018-09-19 17:27:58 -07:00 |
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Brad Davis
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ae8f841912
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Shader refactoring for explicit bindings
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2018-08-03 14:58:11 -07:00 |
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Olivier Prat
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bda0c0a89f
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Discard fragments all the time if opacity is under threshold
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2018-07-03 16:51:56 +02:00 |
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Olivier Prat
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d2a612580c
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Fixed NaN with specular on transparent objects
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2018-07-02 12:20:55 +02:00 |
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Clement
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da08d747dc
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Merge branch 'stable' of https://github.com/highfidelity/hifi into new-master
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2018-05-17 12:10:08 -07:00 |
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samcake
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179801dab6
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FIxing the transparent ambient lighting bug
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2018-05-15 17:22:28 -07:00 |
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SamGondelman
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c2004debd5
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test using highp floats everywhere for android
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2018-05-07 11:41:19 -07:00 |
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SamGondelman
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901301485b
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reorganizing shader defines to fix compilation errors
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2018-04-17 15:11:56 -07:00 |
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SamGondelman
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0c069574c5
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forward pipelines for primitives
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2018-04-10 15:56:08 -07:00 |
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samcake
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b66da1897d
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improving the forward rendering pass, removing the specular variation and making it defautl
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2018-02-08 17:59:07 -08:00 |
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Olivier Prat
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a807e41ff4
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Merge branch 'master' of http://github.com/highfidelity/hifi into locallights
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2018-01-22 16:05:54 +01:00 |
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Olivier Prat
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12c48a38f7
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Normalized diffuse & specular of directional, point and spot lights such as a light intensity of 1 gives a perpendicular diffuse lighting of the same color as the albedo for dielectric materials.
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2018-01-19 13:58:35 +01:00 |
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Olivier Prat
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902bfac380
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Merged with master
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2018-01-18 18:31:04 +01:00 |
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Olivier Prat
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705b475d0c
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Merged with master
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2018-01-16 15:07:20 +01:00 |
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Olivier Prat
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6686b328c7
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Fixed error in Specular shader which gave low key specular highlights
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2018-01-16 10:47:46 +01:00 |
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Olivier Prat
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2960ad845c
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Fixed weird rendering bug.
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2018-01-10 10:55:45 +01:00 |
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Olivier Prat
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c904302057
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Added back multiplication of specular for point / directional / spot lighting by PI as Naty Hoffman recommends. Limited texture LOD of ambient map by LOD computed for filtering to prevent aliasing
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2018-01-08 15:23:39 +01:00 |
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Olivier Prat
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a6d5e33eca
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Fixed levels between specular, diffuse, ambient specular, ambiend diffuse and background sky
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2017-12-22 10:39:45 +01:00 |
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Olivier Prat
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053bd2ba98
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Created SurfaceData structure to centralize computation of frequently used shader temporary values
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2017-12-21 17:41:36 +01:00 |
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Olivier Prat
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0e666ce671
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Metallic value is now continuous and materials can be linearly blended between pure dielectric and pure metal
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2017-12-20 09:34:53 +01:00 |
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Olivier Prat
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6968753783
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Added G factor in PBR shading and removed evalPBRShadingGloss
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2017-12-19 17:40:34 +01:00 |
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Bradley Austin Davis
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b93e91b9f3
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
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samcake
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ea2f1359bc
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Expose rendering in wireframe mode
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2017-03-15 12:23:44 -07:00 |
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samcake
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5f9c713d44
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Merging with upstream after resolving some conflicts
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2016-10-12 09:22:12 -07:00 |
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Gabriel Calero
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834d9c0710
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Adapt shader for GL ES support which requires operators of the same datatype
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2016-10-11 12:15:49 -03:00 |
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sam
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9a492b3a88
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refining the voxelizatoion, tracking one bug where light flickers
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2016-10-02 03:43:55 -07:00 |
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samcake
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35f0d4b8a2
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cleaning for mac
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2016-10-01 15:35:59 -07:00 |
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samcake
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0475833e3b
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Friday night state, down to ~3.5ms in hmd
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2016-09-30 19:08:00 -07:00 |
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samcake
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5b4829e7b6
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Brining back support for the ambinet lighting
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2016-09-30 16:24:57 -07:00 |
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sam
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e143c05ef8
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Keep on investigating the shading cost per light
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2016-09-30 02:41:21 -07:00 |
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samcake
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3e7126f5be
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Removed reference to LIghtingModel.slh in teh DefereedBufferWrite.slh to avoid side effects
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2016-07-19 13:06:26 -07:00 |
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samcake
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34f2a96888
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Adding the check for Obscurrance
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2016-07-18 18:11:51 -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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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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2fbdb22493
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -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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1eb4acf815
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Unifying the lighting pass for scaterring and not
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2016-07-07 15:41:00 -07:00 |
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samcake
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8f2bf2b423
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Integrating the scattering to the local lights
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2016-07-06 17:13:16 -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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