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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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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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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7f5e22d0eb
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Post tuesday review, clean up
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2016-06-28 17:20:24 -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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a619a142ed
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Friday night build, working on getting the LUT generated on the GPU
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2016-06-24 17:48:40 -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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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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3fe9b67e45
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FIxing the reflection jittering by moving the normal into world space
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2016-05-27 19:24:56 -07:00 |
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samcake
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257c8c94c3
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clean up the lighting function and put the global specular lighting in a separate function
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2016-04-29 10:58:55 -07:00 |
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samcake
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88f816fab4
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Adding reflection of the ambient map for translucent
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2016-04-28 18:18:18 -07:00 |
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samcake
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4202e60ac3
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trying to add the skymap on translucents
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2016-04-26 18:20:15 -07:00 |
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samcake
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ca720efce6
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Exposing the timing of the jobs by default
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2016-04-18 14:53:06 -07:00 |
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samcake
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1b54a29491
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small improvments adn exploring the jittering bug for reflections
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2016-03-31 11:34:27 -07:00 |
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samcake
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10ddecd536
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Debuggingh the reflection jittering
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2016-03-31 01:51:26 -07:00 |
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samcake
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9fb318570b
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Ajusting the pure Ambient SH lighting pass and more review issues
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2016-03-01 12:24:44 -08:00 |
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samcake
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89920370db
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A bunch of typo fixes after review
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2016-03-01 10:53:08 -08:00 |
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samcake
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630c61e61d
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Reflection is working correctly with the PBR property, ship t
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2016-02-29 18:54:43 -08:00 |
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samcake
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99ba011996
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Post merge with Zach work for environment map
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2016-02-26 16:04:50 -08:00 |
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Zach Pomerantz
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1fbcaea4b4
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Fix evalSkyboxGlobalColor
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2016-02-26 14:20:21 -08:00 |
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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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903824809c
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trying to have better support for the materials
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2016-02-18 18:33:32 -08:00 |
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samcake
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b88501784c
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Making progress toward the PBR material
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2016-02-17 18:47:52 -08:00 |
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samcake
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71863a1550
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Fixing the material names
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2016-02-16 09:33:24 -08:00 |
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samcake
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4559e75f90
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Trying to solve the ambient issue
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2016-02-12 18:22:01 -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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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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c31b943b88
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APplying the AO to both direct lighting and ambient
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2016-01-04 23:02:30 -04:00 |
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samcake
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32bb8f020c
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FIxing the diffuse contribution bug maybe
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2015-12-17 17:40:35 -08:00 |
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samcake
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64cf8590eb
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fix typos
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2015-09-18 11:51:58 -07:00 |
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samcake
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5f5cc3dbaf
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fix typos
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2015-09-18 11:51:28 -07:00 |
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samcake
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767407af9c
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Merging and cleaning shaders
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2015-09-18 11:46:44 -07:00 |
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samcake
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d4fd2ea4c6
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merging
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2015-09-18 11:31:53 -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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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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Sam Gateau
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3c9eed6e01
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merging
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2015-08-06 11:38:50 -07:00 |
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Brad Davis
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b84eef93c9
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Core profile shader work and test code
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2015-08-01 14:43:52 -07:00 |
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samcake
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1dba28860a
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Merge master
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2015-07-31 10:29:51 -07:00 |
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Brad Davis
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fbf3a0cbe6
|
Working on GL 4
|
2015-06-23 09:48:16 -07:00 |
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Sam Cake
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65e83df214
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Generating the SH from the cube map!
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2015-05-13 11:08:18 -07:00 |
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samcake
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67b9dd248d
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Fix glsl failed compilation on Mac
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2015-05-11 14:25:05 -07:00 |
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Sam Gateau
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f2c4e04a5a
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clean up for pr
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2015-05-11 14:06:10 -07:00 |
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Sam Gateau
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45e70c98f8
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Fixed the cube map loading issue
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2015-05-11 13:43:15 -07:00 |
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Sam Gateau
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5a11143a5d
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Using the skybox cubemap for ambient lighting
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2015-05-09 11:40:46 -07:00 |
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