..
text
Fix drop in text rendering quality on texture memory constrained systems
2016-12-05 14:12:57 -08:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h
delete websurfaces on shutdown
2016-10-28 14:29:52 -07:00
AmbientOcclusionEffect.cpp
Merge with upstream
2016-11-02 18:15:08 -07:00
AmbientOcclusionEffect.h
Developping the Light Clusters, adding visualization
2016-09-08 18:02:35 -07:00
AnimDebugDraw.cpp
Encapsulate AnimPose members for easier optimizations
2016-12-28 12:11:24 -08:00
AnimDebugDraw.h
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp
Remove the use of implicit ids in geometry cache
2016-10-19 11:18:25 -07:00
AntialiasingEffect.h
Remove the use of implicit ids in geometry cache
2016-10-19 11:18:25 -07:00
debug_deferred_buffer.slf
Performing the curvature generation and diffusion at half the resolution
2016-07-18 03:54:05 -07:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp
Merge with upstream
2016-11-02 18:15:08 -07:00
DebugDeferredBuffer.h
Remove the use of implicit ids in geometry cache
2016-10-19 11:18:25 -07:00
deferred_light.slv
Adapt shader for GL ES support which requires operators of the same datatype
2016-10-11 12:15:49 -03:00
deferred_light_limited.slv
fixing the lighting problem in stereo
2016-10-31 17:40:34 -07:00
deferred_light_point.slv
Tried many different things to narrow down the issue of the corrupted memory, it seems to be linked to the grid dimendsions somehow, i m now forcing to reassign the frustum grid dimension on the 10th iteration which seems to fix the issue....
2016-10-05 18:28:19 -07:00
deferred_light_spot.slv
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
DeferredBuffer.slh
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
DeferredBufferRead.slh
Merging with upstream after resolving some conflicts
2016-10-12 09:22:12 -07:00
DeferredBufferWrite.slh
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
DeferredFramebuffer.cpp
Additional plugin debugging, better plugin resource cleanup
2016-10-11 19:40:02 -07:00
DeferredFramebuffer.h
Clenaing the rendering and the framebuffer allocations
2016-07-12 14:34:54 -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
Fixing comments from review
2016-07-20 11:02:27 -07:00
DeferredGlobalLight.slh
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
DeferredLighting.slh
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
DeferredLightingEffect.cpp
tracing polish
2016-12-16 14:02:27 -08:00
DeferredLightingEffect.h
separate the rendering of the light outline from the main rendering and introduce a way to support both platform
2016-10-03 18:28:44 -07:00
DeferredTransform.slh
Merge branch 'master' of https://github.com/highfidelity/hifi into hdr
2016-08-18 10:20:33 -07:00
directional_ambient_light.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
directional_ambient_light_shadow.slf
Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
2016-07-08 18:14:05 -07:00
directional_light.slf
Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
2016-07-08 18:14:05 -07:00
directional_light_shadow.slf
Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
2016-07-08 18:14:05 -07:00
directional_skybox_light.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
directional_skybox_light_shadow.slf
Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
2016-07-08 18:14:05 -07:00
drawOpaqueStencil.slf
FboCache.cpp
cleanup naked qDebug() calls
2016-12-19 22:24:25 -08:00
FboCache.h
forward_model.slf
Create render forward version of pixel shaders
2017-01-18 19:18:59 -03:00
forward_model_normal_map.slf
Create render forward version of pixel shaders
2017-01-18 19:18:59 -03:00
forward_model_normal_specular_map.slf
Create render forward version of pixel shaders
2017-01-18 19:18:59 -03:00
forward_model_specular_map.slf
Create render forward version of pixel shaders
2017-01-18 19:18:59 -03:00
forward_model_unlit.slf
Create render forward version of pixel shaders
2017-01-18 19:18:59 -03:00
FramebufferCache.cpp
Additional plugin debugging, better plugin resource cleanup
2016-10-11 19:40:02 -07:00
FramebufferCache.h
Merging with master
2016-08-01 12:42:33 -07:00
fxaa.slf
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp
Disable FXAA on tablet overlay in desktop mode.
2017-01-30 11:24:59 -08:00
GeometryCache.h
Disable FXAA on tablet overlay in desktop mode.
2017-01-30 11:24:59 -08:00
glowLine.slf
Glow line replacement without geometry shader
2016-11-18 17:42:55 -08:00
glowLine.slv
Glow line replacement without geometry shader
2016-11-18 17:42:55 -08:00
grid.slf
fix grid shader
2016-07-23 11:09:16 +02:00
hit_effect.slf
hit_effect.slv
HitEffect.cpp
Remove the use of implicit ids in geometry cache
2016-10-19 11:18:25 -07:00
HitEffect.h
Remove the use of implicit ids in geometry cache
2016-10-19 11:18:25 -07:00
LightAmbient.slh
Merging with upstream after resolving some conflicts
2016-10-12 09:22:12 -07:00
LightClusterGrid.slh
rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug
2016-12-09 02:58:09 -08:00
LightClusterGrid_shared.slh
writting the abs differently
2016-12-13 15:27:50 -08:00
LightClusters.cpp
cleanup naked qDebug() calls
2016-12-19 22:24:25 -08:00
LightClusters.h
rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug
2016-12-09 02:58:09 -08:00
lightClusters_drawClusterContent.slf
clean up and less changes
2016-12-09 03:05:25 -08:00
lightClusters_drawClusterContent.slv
Merge and fix the bug!!!
2016-11-16 19:12:56 -08:00
lightClusters_drawClusterFromDepth.slf
clean up and less changes
2016-12-09 03:05:25 -08:00
lightClusters_drawClusterFromDepth.slv
Merge and fix the bug!!!
2016-11-16 19:12:56 -08:00
lightClusters_drawGrid.slf
Developping the Light Clusters, adding visualization
2016-09-08 18:02:35 -07:00
lightClusters_drawGrid.slv
Merge and fix the bug!!!
2016-11-16 19:12:56 -08:00
LightDirectional.slh
Rearrange the light struc description in the shader side, needs the c++ to match now
2016-09-28 18:32:35 -07:00
LightingModel.cpp
Adding the check for Obscurrance
2016-07-18 18:11:51 -07:00
LightingModel.h
separate the rendering of the light outline from the main rendering and introduce a way to support both platform
2016-10-03 18:28:44 -07:00
LightingModel.slh
Merging with upstream after resolving some conflicts
2016-10-12 09:22:12 -07:00
LightPayload.cpp
cleaning up the comments from review and trying something to adress the issue that showed up on i5
2016-10-07 16:04:19 -07:00
LightPayload.h
pass the visibility of the enitity to the LightPaylkoad correctly, clean up the ambient shader
2016-10-03 00:08:30 -07:00
LightPoint.slh
Merging with upstream after resolving some conflicts
2016-10-12 09:22:12 -07:00
LightSpot.slh
Merging with upstream after resolving some conflicts
2016-10-12 09:22:12 -07:00
LightStage.cpp
FOund 2 bugs causing the empty clusters. now back to working
2016-10-07 05:02:04 -07:00
LightStage.h
FOund 2 bugs causing the empty clusters. now back to working
2016-10-07 05:02:04 -07:00
local_lights_drawOutline.slf
clean up and less changes
2016-12-09 03:05:25 -08:00
local_lights_shading.slf
clean up and less changes
2016-12-09 03:05:25 -08:00
MaterialTextures.slh
Adding the lighting model class to configure accross the jobs the lighting
2016-07-01 18:36:51 -07:00
MeshPartPayload.cpp
cleanup model fade logic
2017-01-19 14:17:50 -08:00
MeshPartPayload.h
cleanup model fade logic
2017-01-19 14:17:50 -08:00
Model.cpp
Merge branch 'master' of github.com:highfidelity/hifi into tablet-ui
2017-01-26 13:48:59 -08:00
Model.h
Merge branch 'master' of github.com:highfidelity/hifi into tablet-ui
2017-01-26 13:48:59 -08:00
model.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model.slv
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_lightmap.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_lightmap.slv
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_lightmap_normal_map.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_lightmap_normal_map.slv
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_lightmap_normal_specular_map.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_lightmap_specular_map.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_normal_map.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_normal_map.slv
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_normal_specular_map.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_shadow.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_shadow.slv
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_specular_map.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_translucent.slf
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
model_translucent_unlit.slf
Fixing the default value for the lightingMOdel flag when using debugDeferredLighting
2016-07-14 16:45:56 -07:00
model_unlit.slf
Adjust qml positions and fix one shader bug
2016-07-19 13:20:19 -07:00
nop.slf
merge from upstream
2017-01-17 09:29:30 -08:00
overlay3D.slf
Rearrange the light struc description in the shader side, needs the c++ to match now
2016-09-28 18:32:35 -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
Rearrange the light struc description in the shader side, needs the c++ to match now
2016-09-28 18:32:35 -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
Rearrange the light struc description in the shader side, needs the c++ to match now
2016-09-28 18:32:35 -07:00
RenderDeferredTask.cpp
First cut of Web3DOverlays without FXAA applied.
2017-01-30 11:24:58 -08:00
RenderDeferredTask.h
FetchSortCull->FetchCullSort
2016-12-29 19:27:37 -05:00
RenderForwardTask.cpp
merge from upstream
2017-01-17 09:29:30 -08:00
RenderForwardTask.h
merge from upstream
2017-01-17 09:29:30 -08:00
RenderPipelines.cpp
Create render forward version of pixel shaders
2017-01-18 19:18:59 -03:00
RenderShadowTask.cpp
templatize graphics engine tasks' run method
2016-12-23 14:58:40 -05:00
RenderShadowTask.h
templatize graphics engine tasks' run method
2016-12-23 14:58:40 -05:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
sdf_text3D.slf
try to make text entities fade
2016-08-03 16:27:51 -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
Shadow.slh
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
simple.slf
fixed procedural entity fade
2016-08-05 16:15:10 -07:00
simple.slv
FIxing the reflection jittering by moving the normal into world space
2016-05-27 19:24:56 -07:00
simple_opaque_web_browser.slf
Disable FXAA on tablet overlay in desktop mode.
2017-01-30 11:24:59 -08:00
simple_opaque_web_browser_overlay.slf
Disable FXAA on tablet overlay in desktop mode.
2017-01-30 11:24:59 -08:00
simple_textured.slf
try to fade in web entities
2016-08-03 15:56:41 -07:00
simple_textured_unlit.slf
try to fade in web entities
2016-08-03 15:56:41 -07:00
simple_transparent_web_browser.slf
Disable FXAA on tablet overlay in desktop mode.
2017-01-30 11:24:59 -08:00
simple_transparent_web_browser_overlay.slf
Disable FXAA on tablet overlay in desktop mode.
2017-01-30 11:24:59 -08:00
skin_model.slv
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
skin_model_normal_map.slv
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
skin_model_shadow.slf
skin_model_shadow.slv
chmod -x to render-utils src
2016-12-13 14:36:41 -05:00
Skinning.slh
spot_light.slf
Tried many different things to narrow down the issue of the corrupted memory, it seems to be linked to the grid dimendsions somehow, i m now forcing to reassign the frustum grid dimension on the 10th iteration which seems to fix the issue....
2016-10-05 18:28:19 -07:00
ssao.slh
Fixing the stereo issue
2016-08-12 19:18:05 -07:00
ssao_debugOcclusion.slf
Fixing bad include not respecting filename case (for linux)
2016-08-22 10:36:43 -07:00
ssao_makeHorizontalBlur.slf
ssao_makeOcclusion.slf
back to noise seeded in image space
2016-08-21 23:37:24 -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
SubsurfaceScattering.cpp
Merge with upstream
2016-11-02 18:15:08 -07:00
SubsurfaceScattering.h
Clenaing the rendering and the framebuffer allocations
2016-07-12 14:34:54 -07:00
SubsurfaceScattering.slh
Adapt shader for GL ES support which requires operators of the same datatype
2016-10-11 12:15:49 -03:00
subsurfaceScattering_drawScattering.slf
Trying to migrate to a light array instead of each individual lights
2016-09-02 17:51:35 -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_downsampleDepthNormal.slf
Separating the normal packing into it s own file and make sure to sclae the filter radius correctly dpeending on the resolution of diffusion
2016-07-19 12:23:57 -07:00
surfaceGeometry_makeCurvature.slf
Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui
2016-07-19 10:34:06 -07:00
surfaceGeometry_makeLinearDepth.slf
Correcting the Z sign
2016-06-06 09:29:50 -07:00
SurfaceGeometryPass.cpp
Merge with upstream
2016-11-02 18:15:08 -07:00
SurfaceGeometryPass.h
Investigate why the disable depth Bclamp doesn't work
2016-08-31 19:14:35 -07:00
TextRenderer3D.cpp
TextRenderer3D.h
TextureCache.h
toneMapping.slf
Fix the transformation problem for rendering the mini mirror (scattering is still screwed though)
2016-07-13 18:26:53 -07:00
ToneMappingEffect.cpp
Rename clearViewTransform
2016-08-12 22:28:59 -07:00
ToneMappingEffect.h
BRinging the intermediate render textures in the pipeline as varyings and not throug the singletonn anymore
2016-07-11 18:33:57 -07:00