overte-HifiExperiments/libraries/render-utils/src
2018-03-02 10:36:55 -08:00
..
text Squashed scribe changes 2018-02-07 10:29:29 -08:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h Removing unused call 2017-09-25 15:10:40 -07:00
AmbientOcclusionEffect.cpp Squashed scribe changes 2018-02-07 10:29:29 -08:00
AmbientOcclusionEffect.h
AnimDebugDraw.cpp Merge remote-tracking branch 'upstream/master' into android_dev 2018-02-23 12:48:10 -08:00
AnimDebugDraw.h Fixing header ordering 2018-01-28 14:39:51 -08:00
animdebugdraw.slf
animdebugdraw.slv
AntialiasingEffect.cpp Squashed scribe changes 2018-02-07 10:29:29 -08:00
AntialiasingEffect.h Rendering improvements based on spectator-camera changes 2017-06-13 15:19:29 -07:00
BackgroundStage.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
BackgroundStage.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
BloomApply.slf Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes 2017-11-08 11:38:20 +01:00
BloomEffect.cpp Squashed scribe changes 2018-02-07 10:29:29 -08:00
BloomEffect.h Disabled bloom by default 2017-11-14 21:54:40 +01:00
BloomThreshold.slf Optimized performance of bloom by reducing blur resolution and merging some downsampling passes with blur passes 2017-11-08 11:38:20 +01:00
CauterizedMeshPartPayload.cpp Merge branch 'master' into bug-fix/entity-mat-avatar-dual-quaternions 2018-02-22 08:44:21 -08:00
CauterizedMeshPartPayload.h Merge branch 'master' into bug-fix/entity-mat-avatar-dual-quaternions 2018-02-22 08:44:21 -08:00
CauterizedModel.cpp Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork" 2018-02-27 11:33:05 -08:00
CauterizedModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
debug_deferred_buffer.slf Cascade selection working on shadow but not in Luci debug mode 2017-11-13 18:42:34 +01:00
debug_deferred_buffer.slv
DebugDeferredBuffer.cpp Squashed scribe changes 2018-02-07 10:29:29 -08:00
DebugDeferredBuffer.h Working CSM with smooth blend between cascades. Switched to 4 1024 cascades 2017-11-14 16:57:22 +01:00
deferred_light.slv
deferred_light_limited.slv
deferred_light_point.slv rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
deferred_light_spot.slv rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
DeferredBuffer.slh
DeferredBufferRead.slh Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
DeferredBufferWrite.slh Fading on polyline now works when the polyline is added to the scene 2017-07-20 12:45:14 +02:00
DeferredFramebuffer.cpp Working bloom but still visually unstable with geometry aliasing 2017-10-09 19:17:51 +02:00
DeferredFramebuffer.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredFrameTransform.cpp Apply the projection and deferred transform fixes found while working on spectator camera 2017-06-28 15:44:17 +02:00
DeferredFrameTransform.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
DeferredGlobalLight.slh Merged with master. Had to add back shaders and code 2018-01-29 10:33:16 +01:00
DeferredLighting.slh
DeferredLightingEffect.cpp Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork" 2018-02-27 11:33:05 -08:00
DeferredLightingEffect.h Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork" 2018-02-27 11:33:05 -08:00
DeferredTransform.slh
directional_ambient_light.slf
directional_ambient_light_shadow.slf Working on better adaptive bias algorithm for shadow 2018-01-26 17:57:20 +01:00
directional_skybox_light.slf Implemented HazePropertyGroup and added the haze shader. Shader does not work yet! 2017-09-27 17:43:09 -07:00
directional_skybox_light_shadow.slf Working on better adaptive bias algorithm for shadow 2018-01-26 17:57:20 +01:00
DrawHaze.cpp Squashed scribe changes 2018-02-07 10:29:29 -08:00
DrawHaze.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
Fade.slh PR feedback 2018-01-19 20:24:34 -08:00
Fade_shared.slh TransitionStage + FadeJob compiling but not linked to entity events 2017-07-07 18:22:11 +02:00
FadeEffect.cpp Don't try to set invalid slots in the fade effect 2018-01-18 16:49:19 -08:00
FadeEffect.h make sure FadeEffect dependency is created early 2017-09-27 11:58:35 -07:00
FadeEffectJobs.cpp Fixed save / load of fade effect configurations 2018-02-06 17:57:04 +01:00
FadeEffectJobs.h Fixed save / load of fade effect configurations 2018-02-06 17:57:04 +01:00
FboCache.cpp
FboCache.h
forward_model.slf PR feedback 2018-02-27 09:11:40 -08:00
forward_model_normal_map.slf PR feedback 2018-02-27 09:11:40 -08:00
forward_model_translucent.slf Removing the specular pipeline since we now take care of it with the base shader, remove unused shader include files adding the tone map pass 2018-02-08 23:07:39 -08:00
forward_model_unlit.slf Removing the specular pipeline since we now take care of it with the base shader, remove unused shader include files adding the tone map pass 2018-02-08 23:07:39 -08:00
ForwardGlobalLight.slh Addressing review comments 2018-02-09 10:02:16 -08:00
FramebufferCache.cpp
FramebufferCache.h
fxaa.slf
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp use shared buffer_helpers::clone 2018-02-22 08:41:15 -05:00
GeometryCache.h BufferView <-> QVariant/QScriptValue conversion 2018-02-01 16:30:29 -05:00
glowLine.slf add width param to vertex shader 2017-11-08 18:35:26 -07:00
glowLine.slv add width param to vertex shader 2017-11-08 18:35:26 -07:00
grid.slf
Haze.slf Merged with master 2018-01-17 16:35:31 +01:00
Haze.slh Fixing git crap. 2018-02-06 23:51:08 -08:00
HazeStage.cpp rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
HazeStage.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
Highlight.slf Renamed outline to highlight 2017-11-07 11:07:25 +01:00
Highlight.slh removing .f for a float in shader 2017-12-11 09:26:43 -08:00
Highlight_aabox.slv Fixed highlight in stereo mode, including HMD (testing on simulator) 2017-11-08 13:49:18 +01:00
Highlight_filled.slf Renamed outline to highlight 2017-11-07 11:07:25 +01:00
Highlight_shared.slh extend the set of interface for multi highlight 2017-11-21 17:59:45 -08:00
HighlightEffect.cpp Add a way to early abort a task from a Job, apply that to the highlight effect to shave unecessary work 2018-02-15 11:24:20 -08:00
HighlightEffect.h Only non empty selections are now linked to highlight passes 2017-11-07 17:07:37 +01:00
hmd_ui.slf move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -07:00
hmd_ui.slv move hud rendering to render thread, still need to separate out hud overlays 2017-09-29 09:49:08 -07:00
LightAmbient.slh Merge remote-tracking branch 'upstream/master' into android_dev 2018-02-23 12:48:10 -08:00
LightClusterGrid.slh Fixed compilation error due to really long shader 2018-01-22 16:50:03 +01:00
LightClusterGrid_shared.slh New android toolchain 2017-09-19 13:45:12 -07:00
LightClusters.cpp Squashed scribe changes 2018-02-07 10:29:29 -08:00
LightClusters.h Introducing the renderview task 2017-06-06 18:00:41 -07:00
lightClusters_drawClusterContent.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
lightClusters_drawClusterContent.slv New android toolchain 2017-09-19 13:45:12 -07:00
lightClusters_drawClusterFromDepth.slf
lightClusters_drawClusterFromDepth.slv New android toolchain 2017-09-19 13:45:12 -07:00
lightClusters_drawGrid.slf
lightClusters_drawGrid.slv New android toolchain 2017-09-19 13:45:12 -07:00
LightDirectional.slh Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
LightingModel.cpp
LightingModel.h Pre-merge cleanup 2018-01-14 19:48:12 -08:00
LightingModel.slh improving the forward rendering pass, removing the specular variation and making it defautl 2018-02-08 17:59:07 -08:00
LightLocal.slh Merged with master 2018-01-17 16:35:31 +01:00
LightPayload.cpp only update cauterization of child entities when something relevant changes 2018-02-02 08:56:11 -08:00
LightPayload.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
LightPoint.slh Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
LightSpot.slh Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
LightStage.cpp Removed warnings on mac and ubuntu 2018-02-02 18:07:35 +01:00
LightStage.h Switched to a simpler manual fixed/slope based shadow bias system. Automatic stuff fail most of the time 2018-01-31 10:19:17 +01:00
local_lights_drawOutline.slf Merged with master 2018-01-17 16:35:31 +01:00
local_lights_shading.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
MaterialTextures.slh Fixing the normal map computation 2018-02-08 23:27:12 -08:00
MeshPartPayload.cpp Merge remote-tracking branch 'upstream/master' into android_dev 2018-02-27 13:44:00 -08:00
MeshPartPayload.h Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork" 2018-02-27 11:33:05 -08:00
Model.cpp Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork" 2018-02-27 11:33:05 -08:00
Model.h Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork" 2018-02-27 11:33:05 -08:00
model.slf Removing the specular pipeline since we now take care of it with the base shader, remove unused shader include files adding the tone map pass 2018-02-08 23:07:39 -08:00
model.slv
model_fade.slf PR feedback 2018-02-27 09:11:40 -08:00
model_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap.slf Removing the specular pipeline since we now take care of it with the base shader, remove unused shader include files adding the tone map pass 2018-02-08 23:07:39 -08:00
model_lightmap.slv
model_lightmap_fade.slf PR feedback 2018-02-27 09:11:40 -08:00
model_lightmap_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_lightmap_normal_map.slf PR feedback 2018-02-27 09:11:40 -08:00
model_lightmap_normal_map.slv
model_lightmap_normal_map_fade.slf PR feedback 2018-02-27 09:11:40 -08:00
model_lightmap_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_normal_map.slf Removing the specular pipeline since we now take care of it with the base shader, remove unused shader include files adding the tone map pass 2018-02-08 23:07:39 -08:00
model_normal_map.slv
model_normal_map_fade.slf Removing the specular pipeline since we now take care of it with the base shader, remove unused shader include files adding the tone map pass 2018-02-08 23:07:39 -08:00
model_normal_map_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_shadow.slf
model_shadow.slv
model_shadow_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
model_shadow_fade.slv Cleaned up shader code as fade position is now world position 2017-07-17 11:59:10 +02:00
model_translucent.slf Merge remote-tracking branch 'upstream/stable' into android_stable 2018-02-22 17:35:00 -08:00
model_translucent.slv Added SurfaceData mechanism to evalGlobalLight 2018-01-16 15:57:05 +01:00
model_translucent_fade.slf Merge remote-tracking branch 'upstream/stable' into android_stable 2018-02-22 17:35:00 -08:00
model_translucent_normal_map.slf Merged with master. Had to add back shaders and code 2018-01-29 10:33:16 +01:00
model_translucent_normal_map.slv Merged with master. Had to add back shaders and code 2018-01-29 10:33:16 +01:00
model_translucent_normal_map_fade.slf Merged with master. Had to add back shaders and code 2018-01-29 10:33:16 +01:00
model_translucent_unlit.slf Fix material key on Android 2018-02-02 13:45:24 -08:00
model_translucent_unlit_fade.slf Fix material key on Android 2018-02-02 13:45:24 -08:00
model_unlit.slf Fix material key on Android 2018-02-02 13:45:24 -08:00
model_unlit_fade.slf Fix material key on Android 2018-02-02 13:45:24 -08:00
nop.slf
overlay3D.slf Merged with master 2018-01-17 16:35:31 +01:00
overlay3D.slv
overlay3D_model.slf Fix material key on Android 2018-02-02 13:45:24 -08:00
overlay3D_model_translucent.slf Merge remote-tracking branch 'upstream/stable' into android_stable 2018-02-22 17:35:00 -08:00
overlay3D_model_translucent_unlit.slf Fix material key on Android 2018-02-02 13:45:24 -08:00
overlay3D_model_unlit.slf Fix material key on Android 2018-02-02 13:45:24 -08:00
overlay3D_translucent.slf Merged with master 2018-01-17 16:35:31 +01:00
overlay3D_translucent_unlit.slf
overlay3D_unlit.slf
PickItemsJob.cpp New android toolchain 2017-09-19 13:45:12 -07:00
PickItemsJob.h New android toolchain 2017-09-19 13:45:12 -07:00
RenderCommonTask.cpp GLAD polish 2018-01-14 00:10:05 -08:00
RenderCommonTask.h Fixing UI 2018-01-09 18:36:42 -08:00
RenderDeferredTask.cpp Merged with master 2018-01-24 10:00:41 +01:00
RenderDeferredTask.h Merged with master 2018-01-24 10:00:41 +01:00
RenderForwardTask.cpp Fix tonemapping on forward render pipeline / GLES 2018-02-22 15:38:15 -08:00
RenderForwardTask.h Adding colors to the world 2018-01-11 23:22:51 -08:00
RenderPipelines.cpp Resolving conflicts 2018-03-02 10:36:55 -08:00
RenderPipelines.h CR 2018-02-15 15:48:41 -08:00
RenderShadowTask.cpp fixing the shadow 2018-02-28 17:46:22 -08:00
RenderShadowTask.h Revert "Merge pull request #12407 from NissimHadar/shadowControlsOffZvork" 2018-02-27 11:33:05 -08:00
RenderUtilsLogging.cpp
RenderUtilsLogging.h
RenderViewTask.cpp Shadow task now uses LOD culling from main view task 2018-02-06 11:47:39 +01:00
RenderViewTask.h cleaning en route 2018-01-26 17:34:37 -08:00
sdf_text3D.slf working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
sdf_text3D.slv working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
sdf_text3D_transparent.slf working on text3d overlays and entities 2017-09-12 16:49:51 -07:00
Shadow.slh make shadow-related shader compile on osx 2018-02-23 09:22:34 -08:00
ShadowCore.slh Small optimisations in shadow shader 2018-02-02 15:06:22 +01:00
Shadows_shared.slh Switched to a simpler manual fixed/slope based shadow bias system. Automatic stuff fail most of the time 2018-01-31 10:19:17 +01:00
simple.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
simple.slv properly fix AA stenciling 2017-08-10 16:07:40 -07:00
simple_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
simple_fade.slv Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_opaque_web_browser.slf
simple_textured.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
simple_textured_fade.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
simple_textured_unlit.slf
simple_textured_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_textured.slf Merged with master. Had to add back shaders and code 2018-01-29 10:33:16 +01:00
simple_transparent_textured_fade.slf Merged with master. Had to add back shaders and code 2018-01-29 10:33:16 +01:00
simple_transparent_textured_unlit.slf
simple_transparent_textured_unlit_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
simple_transparent_web_browser.slf
skin_model.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
skin_model_dq.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
skin_model_fade.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
skin_model_fade_dq.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
skin_model_normal_map.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
skin_model_normal_map_dq.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
skin_model_normal_map_fade.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
skin_model_normal_map_fade_dq.slv fixing the shadow 2018-02-28 17:46:22 -08:00
skin_model_shadow.slf Fixed fade for shadow job 2017-06-08 17:09:08 +02:00
skin_model_shadow.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
skin_model_shadow_dq.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
skin_model_shadow_fade.slf Refactored Fade.slh to take into account differences between instanced draw and normal draw 2017-07-18 12:49:34 +02:00
skin_model_shadow_fade.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
skin_model_shadow_fade_dq.slv Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
Skinning.slh Avatars use Dual Quaternion Skinning and Model Entities do not. 2018-02-13 17:47:49 -08:00
SoftAttachmentModel.cpp WIP check in of making the use of dq or mat dynamic per model 2018-02-12 18:44:24 -08:00
SoftAttachmentModel.h Model has a Rig rather than a RigPointer 2017-05-19 13:24:16 -07:00
ssao.slh
ssao_debugOcclusion.slf
ssao_makeHorizontalBlur.slf
ssao_makeOcclusion.slf
ssao_makePyramid.slf
ssao_makeVerticalBlur.slf
standardDrawTexture.slf
standardTransformPNTC.slv
stencil_drawMask.slf Refining the stencil configuration and triggering only in hmd mode 2017-06-02 00:22:38 -07:00
StencilMaskPass.cpp Squashed scribe changes 2018-02-07 10:29:29 -08:00
StencilMaskPass.h rename model:: -> graphics:: 2018-01-16 12:46:16 -05:00
SubsurfaceScattering.cpp Squashed scribe changes 2018-02-07 10:29:29 -08:00
SubsurfaceScattering.h
SubsurfaceScattering.slh Created SurfaceData structure to centralize computation of frequently used shader temporary values 2017-12-21 17:41:36 +01:00
subsurfaceScattering_drawScattering.slf Merged with master 2018-01-17 16:35:31 +01:00
subsurfaceScattering_makeLUT.slf
subsurfaceScattering_makeProfile.slf
subsurfaceScattering_makeSpecularBeckmann.slf
SurfaceGeometry.slh
surfaceGeometry_copyDepth.slf Added PrepareOutline job to save outlined zbuffer 2017-08-08 15:28:36 +02:00
surfaceGeometry_downsampleDepthNormal.slf Fix GLES compilation for shader 2018-01-25 19:33:42 -08:00
surfaceGeometry_makeCurvature.slf New android toolchain 2017-09-19 13:45:12 -07:00
surfaceGeometry_makeLinearDepth.slf
SurfaceGeometryPass.cpp Squashed scribe changes 2018-02-07 10:29:29 -08:00
SurfaceGeometryPass.h
TextRenderer3D.cpp Scribe now outputs .h and .cpp. Need to change how shader source is referenced in C++ code 2018-01-16 19:02:12 +01:00
TextRenderer3D.h
TextureCache.h
toneMapping.slf
ToneMappingEffect.cpp Fix tonemapping on forward render pipeline / GLES 2018-02-22 15:38:15 -08:00
ToneMappingEffect.h Cleanup and refactoring 2017-06-15 18:58:56 -07:00
UpdateSceneTask.cpp Renamed outline to highlight 2017-11-07 11:07:25 +01:00
UpdateSceneTask.h Moving the stage objects under the scene umbrella and creating a cear task to update the scene elements 2017-06-21 18:29:38 -07:00
zone_draw.slh Polishing the scope shaders 2017-05-18 01:06:59 -07:00
zone_drawAmbient.slf rename libraries/model(src/model) -> libraries/graphics(src/graphics) 2018-01-16 12:44:44 -05:00
zone_drawKeyLight.slf Merged with master 2018-01-17 16:35:31 +01:00
zone_drawSkybox.slf Polishing the scope shaders 2017-05-18 01:06:59 -07:00
ZoneRenderer.cpp improving the forward rendering pass, removing the specular variation and making it defautl 2018-02-08 17:59:07 -08:00
ZoneRenderer.h pull task out of render and into its own lib 2018-02-13 08:56:11 -08:00