Olivier Prat
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0cc6471c7f
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Merge branch 'master' of http://github.com/highfidelity/hifi into haze
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2018-07-06 12:35:26 +02:00 |
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Olivier Prat
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4a25090a23
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Fixing haze bug on Mac, and potentially AMD
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2018-07-05 15:48:33 +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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Cristian Luis Duarte
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c7edf72f71
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Check isHazeEnabled() vs 0.0 to compile on GLES
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2018-05-18 15:59:24 -03:00 |
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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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Olivier Prat
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9ad9c070f8
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Some small shader optimizations
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2018-04-16 08:50:18 +02:00 |
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Olivier Prat
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190e9313c7
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Sorted out the mix between eye space and world space vectors in translucent object shading
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2018-04-13 15:38:55 +02:00 |
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Olivier Prat
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2adac241d0
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Fixed incorrect fragment to eye dir computation in haze
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2018-04-12 15:11:10 +02:00 |
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Olivier Prat
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24692f13fd
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Added separate scribe function to evalGlobalLightingAlphaBlendedWithHaze to shorten shader C string
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2018-01-23 14:19:39 +01:00 |
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Olivier Prat
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e6caa83d73
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Merged with master
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2018-01-17 16:35:31 +01:00 |
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humbletim
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08ccda9cfc
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rename libraries/model(src/model) -> libraries/graphics(src/graphics)
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2018-01-16 12:44:44 -05:00 |
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Olivier Prat
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8fb863e98c
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Added SurfaceData mechanism to evalGlobalLight
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2018-01-16 15:57:05 +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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3382a35c3f
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Fixed bug due to incorrect discard of fragments with no local lights
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2018-01-16 12:13:45 +01:00 |
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Olivier Prat
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54eab1c878
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First working local lights on transparent objects
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2018-01-15 17:49:55 +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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Nissim Hadar
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2c6868b03e
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Pass keylight direction as parameter to the shader.
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2017-12-19 11:12:27 -08:00 |
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Nissim Hadar
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82b94eaacd
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Reduced size of parameters in (shader) function call.
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2017-12-14 18:50:41 -08:00 |
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Nissim Hadar
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c352d5fc23
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Passed light direction instead of light object into computeHazeColorKeyLightAttenuation .
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2017-12-14 16:23:14 -08:00 |
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Nissim Hadar
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026b19d770
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Set 4th position component from 0.0 to 1.0
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2017-12-14 16:17:50 -08:00 |
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Nissim Hadar
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4433e79c9c
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Seems to work.
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2017-11-08 14:08:37 -08:00 |
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Nissim Hadar
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ee6a8510c6
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Refactored haze computation.
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2017-11-07 17:22:57 -08:00 |
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Nissim Hadar
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87aee7242a
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Moved linearDepthMap into Haze.slf
Refactored computation of keylight attenuation - now function in Haze.slh
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2017-11-07 15:25:42 -08:00 |
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Nissim Hadar
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66c31caf4b
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Refactoring of the haze
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2017-10-27 09:08:58 -07:00 |
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Nissim
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fe286aff83
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Andrew's corrections (per coding standard).
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2017-10-18 08:42:07 -07:00 |
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Nissim Hadar
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5a7fed022c
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Merging haze branch.
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2017-09-30 00:04:28 -07:00 |
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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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samcake
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7956c7b10b
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Fixing a mistake introduced in previous commit in a shader
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2016-10-12 09:57:06 -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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samcake
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b09151f2a2
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Rearrange the light struc description in the shader side, needs the c++ to match now
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2016-09-28 18:32:35 -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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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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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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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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