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