overte-HifiExperiments/libraries/render-utils/src
2016-06-20 17:58:35 -07:00
..
text And another. 2016-04-26 18:54:02 -04:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Merge branch 'master' into tony/improved-avatar-debug-draw 2016-05-10 14:50:13 -07:00
AmbientOcclusionEffect.cpp use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
AmbientOcclusionEffect.h Nest Persistent in Config to compile on nix 2016-02-11 10:27:32 -08:00
AnimDebugDraw.cpp PR feedback 2016-05-14 08:28:51 -07:00
AnimDebugDraw.h THursday morning the frustum culling seems broken in one particular angle 2016-02-11 10:05:39 -08:00
animdebugdraw.slf
animdebugdraw.slv Fixing the material names 2016-02-16 09:33:24 -08:00
AntialiasingEffect.cpp use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
AntialiasingEffect.h Remove antialiasing from menus, default to on 2016-02-23 16:24:44 -08:00
debug_deferred_buffer.slf Current state 2016-06-13 19:10:50 -07:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
DebugDeferredBuffer.h Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
deferred_light.slv Finally clean the lighting pass for global and local lights, split it into global and locals and make it work with the stereo single drawcall 2016-06-17 17:19:49 -07:00
deferred_light_limited.slv Finally clean the lighting pass for global and local lights, split it into global and locals and make it work with the stereo single drawcall 2016-06-17 17:19:49 -07:00
deferred_light_spot.slv Finally clean the lighting pass for global and local lights, split it into global and locals and make it work with the stereo single drawcall 2016-06-17 17:19:49 -07:00
DeferredBuffer.slh Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
DeferredBufferRead.slh Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
DeferredBufferWrite.slh Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
DeferredFrameTransform.cpp Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
DeferredFrameTransform.h Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
DeferredGlobalLight.slh Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
DeferredLighting.slh Using another formula for the specularDistribution giving much better results 2016-03-01 17:09:57 -08:00
DeferredLightingEffect.cpp Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
DeferredLightingEffect.h Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
DeferredTransform.slh Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
directional_ambient_light.slf Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
directional_ambient_light_shadow.slf Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
directional_light.slf Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
directional_light_shadow.slf Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
directional_skybox_light.slf Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
directional_skybox_light_shadow.slf Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
drawOpaqueStencil.slf
FboCache.cpp
FboCache.h
FramebufferCache.cpp Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
FramebufferCache.h Many improvments 2016-06-10 17:18:12 -07:00
fxaa.slf Fix fxaa shader to use texture 2016-02-24 13:36:08 -08:00
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp Moving shape definition to a shared location 2016-05-26 12:22:39 -07:00
GeometryCache.h Moving shape definition to a shared location 2016-05-26 12:22:39 -07:00
grid.slf Move paint shader functions to Paint.slh 2016-02-19 11:48:44 -08:00
hit_effect.slf
hit_effect.slv
HitEffect.cpp use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
HitEffect.h Cleanup new render settings 2016-01-26 15:58:50 -08:00
LightStage.cpp IUse the light stage finally for the scattering prototype 2016-06-14 09:54:51 -07:00
LightStage.h IUse the light stage finally for the scattering prototype 2016-06-14 09:54:51 -07:00
MaterialTextures.slh adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
MeshPartPayload.cpp Getting the unlit to work from the pipeline, and found the isLinear for texture bug! 2016-05-06 18:36:55 -07:00
MeshPartPayload.h Update after merge changes to NetworkGeometry. 2016-03-28 20:29:02 -07:00
Model.cpp use many colors for collision hull rendering 2016-06-03 10:47:54 -07:00
Model.h Convert JointData from relative frame to absolute. 2016-05-16 17:48:52 -07:00
model.slf Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
model.slv Merge branch 'master' of https://github.com/highfidelity/hifi into color 2016-06-02 15:16:41 -07:00
model_lightmap.slf adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
model_lightmap.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
model_lightmap_normal_map.slf adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
model_lightmap_normal_map.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
model_lightmap_normal_specular_map.slf adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
model_lightmap_specular_map.slf adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
model_normal_map.slf Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
model_normal_map.slv Merge branch 'master' of https://github.com/highfidelity/hifi into color 2016-06-02 15:16:41 -07:00
model_normal_specular_map.slf Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
model_shadow.slf Change shadow debug buffer to reuse shadowMap tex 2016-01-19 12:01:18 -08:00
model_shadow.slv
model_specular_map.slf Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
model_translucent.slf adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
model_translucent_unlit.slf adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
model_unlit.slf adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map 2016-05-16 15:42:48 -07:00
overlay3D.slf Trying to clean up for pr 2016-05-10 19:25:22 -07:00
overlay3D.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
overlay3D_translucent.slf MOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders 2016-02-19 18:43:07 -08:00
overlay3D_translucent_unlit.slf Changing emissive to unlit 2016-05-09 17:18:07 -07:00
overlay3D_unlit.slf Changing emissive to unlit 2016-05-09 17:18:07 -07:00
point_light.slf Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
RenderDeferredTask.cpp Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
RenderDeferredTask.h Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
RenderPipelines.cpp Fixing the srgb color format conversion for web entities 2016-05-11 10:46:54 -07:00
RenderShadowTask.cpp Fix shadow bounds checking 2016-05-18 18:58:28 -07:00
RenderShadowTask.h Factor out SortTask to fix shadows 2016-02-26 16:04:15 -08:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
sdf_text3D.slf Fix text3d to allow transparent text 2016-04-18 16:02:45 -07:00
sdf_text3D.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
sdf_text3D_overlay.slf Update text3d shader post pbr. 2016-04-06 12:15:19 -07:00
Shadow.slh Fix shadow bounds checking 2016-05-18 18:58:28 -07:00
simple.slf Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
simple.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
simple_textured.slf Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
simple_textured_unlit.slf Fixing the srgb color format conversion for web entities 2016-05-11 10:46:54 -07:00
skin_model.slv Merge branch 'master' of https://github.com/highfidelity/hifi into color 2016-06-02 15:16:41 -07:00
skin_model_normal_map.slv Merge branch 'master' of https://github.com/highfidelity/hifi into color 2016-06-02 15:16:41 -07:00
skin_model_shadow.slf Change shadow debug buffer to reuse shadowMap tex 2016-01-19 12:01:18 -08:00
skin_model_shadow.slv
Skinning.slh Removing separate uniforms for the texcoord transforms and lightmap params, shader still failing 2016-04-21 18:35:37 -07:00
spot_light.slf Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
ssao.slh Fixing the warning maybe 2016-01-22 09:44:32 -08:00
ssao_makeHorizontalBlur.slf Refining the ao effect on the blur side 2016-01-21 19:02:32 -08:00
ssao_makeOcclusion.slf Adding acleaner way to do all the deferred frame transform manipulation 2016-06-03 19:29:48 -07:00
ssao_makePyramid.slf FIxed the stereo rendering 2016-01-14 19:23:29 -08:00
ssao_makeVerticalBlur.slf Refining the ao effect on the blur side 2016-01-21 19:02:32 -08:00
standardDrawTexture.slf
standardTransformPNTC.slv FIxing the reflection jittering by moving the normal into world space 2016-05-27 19:24:56 -07:00
stars.slf
stars.slv
starsGrid.slf Remove #line from starsGrid.slf 2016-04-20 15:04:10 -07:00
SubsurfaceScattering.cpp Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
SubsurfaceScattering.h Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
SubsurfaceScattering.slh Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now) 2016-06-20 17:58:35 -07:00
subsurfaceScattering_drawScattering.slf Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering! 2016-06-16 18:28:08 -07:00
subsurfaceScattering_makeLUT.slf Adding the deawSCattering pass 2016-06-09 19:13:28 -07:00
SurfaceGeometry.slh Intoducing the bluring as a separate Job reusable and the first version of curvature 2016-06-07 18:13:40 -07:00
surfaceGeometry_makeCurvature.slf Many improvments 2016-06-10 17:18:12 -07:00
surfaceGeometry_makeLinearDepth.slf Correcting the Z sign 2016-06-06 09:29:50 -07:00
SurfaceGeometryPass.cpp After trying stop trying to expose a generic [] operator on Varying and Containers 2016-06-15 15:13:51 -07:00
SurfaceGeometryPass.h After trying stop trying to expose a generic [] operator on Varying and Containers 2016-06-15 15:13:51 -07:00
TextRenderer3D.cpp Fix leaking Font 2016-04-14 17:00:23 -07:00
TextRenderer3D.h Fix leaking Font 2016-04-14 17:00:23 -07:00
TextureCache.h
ToneMappingEffect.cpp Adding shader versioning and defines from GLBackendShader allowing for runtime defines injection to shaders and more 2016-04-18 18:24:27 -07:00
ToneMappingEffect.h Cleaner... 2016-01-28 12:46:18 -08:00