Zach Pomerantz
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9a37ccbf3c
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
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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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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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fff2a9a5a2
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REfactoring the shading functions interface to account for scattering
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2016-07-07 21:16:28 -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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66b65391a4
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Cleaning up the lighting equations
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2016-07-05 18:21:49 -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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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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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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e306a24a1b
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INtroducing the unlit mode for fragments
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2016-05-05 17:08:52 -07:00 |
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samcake
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2d573963bb
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Introducing the unlit material
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2016-05-04 18:50:52 -07:00 |
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samcake
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a0d7ce145e
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Adding support for emissive and occlusion maps, on to pr land
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2016-02-24 17:30:29 -08:00 |
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samcake
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39a7852979
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MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders
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2016-02-19 18:43:07 -08:00 |
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samcake
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584d50b594
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Experimenting with AO on the lightmaped surface
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2016-01-19 17:56:07 -08:00 |
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samcake
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df496b065c
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Merging with master
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2016-01-18 16:40:34 -08:00 |
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Zach Pomerantz
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6434d98365
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Separate directional shaders with(out) shadowmaps
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2016-01-18 11:11:28 -08:00 |
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Zach Pomerantz
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2b27e48bf9
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Update shadow shaders
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2016-01-15 17:55:07 -08:00 |
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samcake
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31bea5034c
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Merge branch 'master' of https://github.com/highfidelity/hifi into hdr
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2016-01-12 10:02:15 -08:00 |
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Zach Pomerantz
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c1e8fe88e4
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Fix shader typo (ambien->ambient)
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2016-01-08 20:14:31 -08:00 |
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samcake
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2486d94b03
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A working prototype of ao...
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2016-01-04 14:36:46 -04:00 |
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Sam Cake
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a018c51945
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Drawing background first in the Lighting buffer then lighting passes with stencil test
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2015-12-06 23:51:29 -08:00 |
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Sam Gateau
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f00e3829f1
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Cleaning for PR
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2015-09-15 16:54:04 -07:00 |
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Sam Gateau
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dc8756e465
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Need to pull master, just updated all the deferred shaders to use scribe func declare blocks to avoid long shaders... didn;t validate the current clip to eye position evaluation
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2015-09-15 14:40:23 -07:00 |
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Sam Gateau
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400f90aea4
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Introducing a stereo loop that should do the right thing but doesn't yet
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2015-09-15 08:34:46 -07:00 |
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Sam Gateau
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00688172dd
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work in progress, gathering th eindvidual parameters of the deferred pass into a single UBO that is bound once for all the deferred lighting passes
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2015-09-14 15:49:05 -07:00 |
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Brad Davis
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fbf3a0cbe6
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Working on GL 4
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2015-06-23 09:48:16 -07:00 |
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Sam Gateau
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e2e61c64b1
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Support include path to shaders from the hifi libraries to cmake
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2015-02-13 01:30:04 -08:00 |
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Sam Gateau
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9b0036d010
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adding Light and replace glLights also for the first deferred pass
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2015-02-05 14:10:06 -08:00 |
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Sam Gateau
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7d6161598b
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REvisiting the shaders for lighting on deferred pass
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2015-02-04 13:31:39 -08:00 |
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Sam Gateau
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1029af140e
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tiny bit different...
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2015-02-03 18:15:20 -08:00 |
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Sam Gateau
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d1fb071208
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Adding ambient sphere in the lighting equation and menu to control te presets
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2015-01-16 09:38:53 -08:00 |
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