overte-HifiExperiments/libraries/render-utils/src
2016-07-08 09:04:10 -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
AnimDebugDraw.cpp PR feedback 2016-05-14 08:28:51 -07:00
AnimDebugDraw.h
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
AntialiasingEffect.h
debug_deferred_buffer.slf Current state 2016-06-13 19:10:50 -07:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp Bringing Beckmann specular to the lighting 2016-06-30 19:03:24 -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 Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
DeferredBufferWrite.slh Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
DeferredFrameTransform.cpp Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -07:00
DeferredFrameTransform.h Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -07:00
DeferredGlobalLight.slh Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
DeferredLighting.slh Integrating the scattering to the local lights 2016-07-06 17:13:16 -07:00
DeferredLightingEffect.cpp Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
DeferredLightingEffect.h Adding the lighting model class to configure accross the jobs the lighting 2016-07-01 18:36:51 -07:00
DeferredTransform.slh Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -07:00
directional_ambient_light.slf Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
directional_ambient_light_shadow.slf Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
directional_light.slf Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
directional_light_shadow.slf Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
directional_skybox_light.slf Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
directional_skybox_light_shadow.slf Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
drawOpaqueStencil.slf
FboCache.cpp
FboCache.h
FramebufferCache.cpp Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
FramebufferCache.h Many improvments 2016-06-10 17:18:12 -07:00
fxaa.slf
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp Don't render wire geometry with lighting effects 2016-06-30 16:11:05 -07:00
GeometryCache.h Don't render wire geometry with lighting effects 2016-06-30 16:11:05 -07:00
grid.slf
hit_effect.slf
hit_effect.slv
HitEffect.cpp use references not pointers for ViewFrustums 2016-05-05 18:28:27 -07:00
HitEffect.h
LightAmbient.slh Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
LightDirectional.slh Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
LightingModel.cpp Integrating the scattering to the local lights 2016-07-06 17:13:16 -07:00
LightingModel.h Integrating the scattering to the local lights 2016-07-06 17:13:16 -07:00
LightingModel.slh Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
LightPoint.slh Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
LightSpot.slh Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
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 the lighting model class to configure accross the jobs the lighting 2016-07-01 18:36:51 -07:00
MeshPartPayload.cpp MErging and still trying to understand the curvature isssue 2016-06-22 18:06:55 -07:00
MeshPartPayload.h Update after merge changes to NetworkGeometry. 2016-03-28 20:29:02 -07:00
Model.cpp fix comment 2016-06-20 17:29:20 -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 MErging and still trying to understand the curvature isssue 2016-06-22 18:06:55 -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
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 unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -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 Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
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 Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
RenderDeferredTask.cpp Unifying the lighting pass for scaterring and not 2016-07-07 15:41:00 -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
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
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 Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass 2016-07-08 09:04:10 -07:00
ssao.slh
ssao_makeHorizontalBlur.slf
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
ssao_makeVerticalBlur.slf
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 Fixing warnings 2016-07-07 16:30:10 -07:00
SubsurfaceScattering.h Adding the lighting model class to configure accross the jobs the lighting 2016-07-01 18:36:51 -07:00
SubsurfaceScattering.slh Cleaning up the lighting equations 2016-07-05 18:21:49 -07:00
subsurfaceScattering_drawScattering.slf Cleaning up the lighting equations 2016-07-05 18:21:49 -07:00
subsurfaceScattering_makeLUT.slf introducing the depth aware blur 2016-06-27 17:04:37 -07:00
subsurfaceScattering_makeProfile.slf introducing the depth aware blur 2016-06-27 17:04:37 -07:00
subsurfaceScattering_makeSpecularBeckmann.slf Bringing Beckmann specular to the lighting 2016-06-30 19:03:24 -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 Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -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 Fix the curvature issue in stereo by evaluating in the mono clip space, not stereo. INtegrate the scattering in simple ambient without IBL 2016-06-28 13:47:55 -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