overte-HifiExperiments/libraries/render-utils/src
2016-11-18 17:42:55 -08:00
..
text And another. 2016-04-26 18:54:02 -04:00
AbstractViewStateInterface.cpp
AbstractViewStateInterface.h delete websurfaces on shutdown 2016-10-28 14:29:52 -07:00
AmbientOcclusionEffect.cpp Additional plugin debugging, better plugin resource cleanup 2016-10-11 19:40:02 -07:00
AmbientOcclusionEffect.h Adding the timing for GPU support with a simpelr JobConfig 2016-08-30 12:22:21 -07:00
AnimDebugDraw.cpp Add color support to debug draw marker rendering 2016-11-04 17:09:25 -07:00
AnimDebugDraw.h THursday morning the frustum culling seems broken in one particular angle 2016-02-11 10:05:39 -08:00
animdebugdraw.slf
animdebugdraw.slv Fixing the material names 2016-02-16 09:33:24 -08:00
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 Simple normal map debug 2015-12-04 10:44:23 -08:00
DebugDeferredBuffer.cpp Remove the use of implicit ids in geometry cache 2016-10-19 11:18:25 -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_spot.slv fixing the lighting problem in stereo 2016-10-31 17:40:34 -07:00
DeferredBuffer.slh Finish the integration of the diffusion pass in the SurfaceGeometryPass job, clean up ui 2016-07-19 10:34:06 -07:00
DeferredBufferRead.slh Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
DeferredBufferWrite.slh Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
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 Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
DeferredLighting.slh Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
DeferredLightingEffect.cpp Additional plugin debugging, better plugin resource cleanup 2016-10-11 19:40:02 -07:00
DeferredLightingEffect.h Adding the timing for GPU support with a simpelr JobConfig 2016-08-30 12:22:21 -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 Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
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 Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
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 Simplifying the DrawOpaqueStencil Pixel shader 2015-10-08 17:49:55 -07:00
FboCache.cpp
FboCache.h Fix most OpenGL warnings 2015-12-04 10:01:43 -08:00
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 Fix fxaa shader to use texture 2016-02-24 13:36:08 -08:00
fxaa.slv
fxaa_blend.slf
GeometryCache.cpp Glow line replacement without geometry shader 2016-11-18 17:42:55 -08:00
GeometryCache.h Glow line replacement without geometry shader 2016-11-18 17:42:55 -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 Add basic DebugDeferredBuffer job 2015-12-04 10:44:23 -08:00
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 Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
LightDirectional.slh Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
LightingModel.cpp Adding the check for Obscurrance 2016-07-18 18:11:51 -07:00
LightingModel.h Adding the check for Obscurrance 2016-07-18 18:11:51 -07:00
LightingModel.slh Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
LightPoint.slh Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
LightSpot.slh Adapt shader for GL ES support which requires operators of the same datatype 2016-10-11 12:15:49 -03:00
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 Merge pull request #8701 from ZappoMan/getShapeKeyCrashFix 2016-10-01 20:23:50 -07:00
MeshPartPayload.h make calculateTextureInfo thread safe 2016-10-01 15:47:17 -07:00
Model.cpp Destroy render scene & engine before Application is destroyed 2016-10-25 15:28:37 -07:00
Model.h Fix setting textures in model overlays 2016-10-04 16:24:43 -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 Change shadow debug buffer to reuse shadowMap tex 2016-01-19 12:01:18 -08:00
model_shadow.slv Fixing line endings 2015-10-18 22:55:14 -07:00
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 Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward 2016-07-08 18:14:05 -07:00
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
overlay3D.slf more clean up 2016-07-12 18:21:31 -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 more clean up 2016-07-12 18:21:31 -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 Adding the support for the subregion in the blur passes to apply it correctly to mini mirror 2016-07-13 18:53:37 -07:00
RenderDeferredTask.cpp Adding the timing for GPU support with a simpelr JobConfig 2016-08-30 12:22:21 -07:00
RenderDeferredTask.h Remve dead code 2016-08-30 14:53:37 -07:00
RenderPipelines.cpp Fix the mini mirror perf issue and improve the debugDeferredLighting script 2016-07-13 17:37:35 -07:00
RenderShadowTask.cpp Batch replay reprojection 2016-08-12 22:28:23 -07:00
RenderShadowTask.h Factor out SortTask to fix shadows 2016-02-26 16:04:15 -08:00
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 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 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 Improved web entity rendering 2016-08-25 11:04:23 -07:00
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 Improved web entity rendering 2016-08-25 11:04:23 -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 Change shadow debug buffer to reuse shadowMap tex 2016-01-19 12:01:18 -08:00
skin_model_shadow.slv Fixing line endings 2015-10-18 22:55:14 -07:00
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 Adding the support for the subregion in the blur passes to apply it correctly to mini mirror 2016-07-13 18:53:37 -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 Refining the ao effect on the blur side 2016-01-21 19:02:32 -08:00
ssao_makeOcclusion.slf back to noise seeded in image space 2016-08-21 23:37:24 -07:00
ssao_makePyramid.slf FIxed the stereo rendering 2016-01-14 19:23:29 -08:00
ssao_makeVerticalBlur.slf Refining the ao effect on the blur side 2016-01-21 19:02:32 -08:00
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 Additional plugin debugging, better plugin resource cleanup 2016-10-11 19:40:02 -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 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_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 Additional plugin debugging, better plugin resource cleanup 2016-10-11 19:40:02 -07:00
SurfaceGeometryPass.h Remve dead code 2016-08-30 14:53:37 -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
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