Olivier Prat
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c8bef8651f
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Fixed weird specular on hair an teleportation target! Was a stupid mistake...
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2018-04-19 10:04:38 +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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Brad Davis
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aeb29db37d
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Merge remote-tracking branch 'upstream/stable' into android_stable
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2018-02-22 17:35:00 -08:00 |
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NissimHadar
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d01f9cd1fb
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Fixing git crap.
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2018-02-06 23:51:08 -08:00 |
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Brad Davis
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dca3061107
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Fix material key on Android
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2018-02-02 13:45:24 -08:00 |
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Olivier Prat
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4cbfef55ef
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Merged with master. Had to add back shaders and code
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2018-01-29 10:33:16 +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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d69297c02e
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Replace evalGlobalLightingAlphaBlended with evalGlobalLightingAlphaBlendedWithHaze in all shaders.
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2017-12-16 00:22:26 -08:00 |
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Olivier Prat
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dbf0b64dfb
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
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Olivier Prat
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146f934019
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Cleaned up shader code as fade position is now world position
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2017-07-17 11:59:10 +02:00 |
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Olivier Prat
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8a12d0c106
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Fade effect working again for basic enter domain but with various Fade jobs
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2017-06-29 08:54:23 +02:00 |
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Olivier Prat
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cce99ef8c4
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Added translucent shaders
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2017-06-05 16:56:57 +02:00 |
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