overte-Armored-Dragon/scripts/developer/utilities/render
2016-07-12 14:34:54 -07:00
..
configSlider Friday night build, working on getting the LUT generated on the GPU 2016-06-24 17:48:40 -07:00
BG.qml
culling.qml
currentZone.js Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
debug.js
debugBG.js
debugDeferredLighting.js Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
debugFramebuffer.js Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
debugRender.js
debugSubsurfaceScattering.js FIxing the bad brdf and adding better debug tool and better Pipeline architecture 2016-06-29 18:59:06 -07:00
debugSurfaceGeometryPass.js Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -07:00
debugToneMapping.js Bringing Beckmann specular to the lighting 2016-06-30 19:03:24 -07:00
deferredLighting.qml Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
framebuffer.qml Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
globalLight.qml Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
main.qml
rates.qml
renderRates.js
renderStats.js
stats.qml remove whitespace and fix formatting 2016-04-26 11:24:38 -07:00
subsurfaceScattering.qml Bringing Beckmann specular to the lighting 2016-06-30 19:03:24 -07:00
surfaceGeometryPass.qml Clenaing the rendering and the framebuffer allocations 2016-07-12 14:34:54 -07:00