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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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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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animdebugdraw.slf
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animdebugdraw.slv
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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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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 Beckmann specular to the lighting
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2016-06-30 19:03:24 -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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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 |
DeferredBufferWrite.slh
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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 |
DeferredFrameTransform.cpp
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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 |
DeferredFrameTransform.h
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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 |
DeferredGlobalLight.slh
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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 |
DeferredLighting.slh
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Integrating the scattering to the local lights
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2016-07-06 17:13:16 -07:00 |
DeferredLightingEffect.cpp
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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 |
DeferredLightingEffect.h
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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 |
DeferredTransform.slh
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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 |
directional_ambient_light.slf
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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 |
directional_ambient_light_shadow.slf
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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 |
directional_light.slf
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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 |
directional_light_shadow.slf
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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 |
directional_skybox_light.slf
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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 |
directional_skybox_light_shadow.slf
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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 |
drawOpaqueStencil.slf
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FboCache.cpp
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FboCache.h
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FramebufferCache.cpp
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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 |
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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fxaa.slv
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fxaa_blend.slf
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GeometryCache.cpp
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Don't render wire geometry with lighting effects
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2016-06-30 16:11:05 -07:00 |
GeometryCache.h
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Don't render wire geometry with lighting effects
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2016-06-30 16:11:05 -07:00 |
grid.slf
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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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LightAmbient.slh
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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 |
LightDirectional.slh
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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 |
LightingModel.cpp
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Integrating the scattering to the local lights
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2016-07-06 17:13:16 -07:00 |
LightingModel.h
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Integrating the scattering to the local lights
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2016-07-06 17:13:16 -07:00 |
LightingModel.slh
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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 |
LightPoint.slh
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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 |
LightSpot.slh
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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 |
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 the lighting model class to configure accross the jobs the lighting
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2016-07-01 18:36:51 -07:00 |
MeshPartPayload.cpp
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MErging and still trying to understand the curvature isssue
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2016-06-22 18:06:55 -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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fix comment
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2016-06-20 17:29:20 -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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MErging and still trying to understand the curvature isssue
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2016-06-22 18:06:55 -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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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 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 |
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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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 |
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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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 |
RenderDeferredTask.cpp
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Unifying the lighting pass for scaterring and not
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2016-07-07 15:41:00 -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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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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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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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 |
ssao.slh
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ssao_makeHorizontalBlur.slf
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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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ssao_makeVerticalBlur.slf
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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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Fixing warnings
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2016-07-07 16:30:10 -07:00 |
SubsurfaceScattering.h
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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 |
SubsurfaceScattering.slh
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Cleaning up the lighting equations
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2016-07-05 18:21:49 -07:00 |
subsurfaceScattering_drawScattering.slf
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Cleaning up the lighting equations
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2016-07-05 18:21:49 -07:00 |
subsurfaceScattering_makeLUT.slf
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introducing the depth aware blur
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2016-06-27 17:04:37 -07:00 |
subsurfaceScattering_makeProfile.slf
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introducing the depth aware blur
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2016-06-27 17:04:37 -07:00 |
subsurfaceScattering_makeSpecularBeckmann.slf
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Bringing Beckmann specular to the lighting
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2016-06-30 19:03:24 -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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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 |
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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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 |
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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