.. |
text
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working on text3d overlays and entities
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2017-09-12 16:49:51 -07:00 |
AbstractViewStateInterface.cpp
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AbstractViewStateInterface.h
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Removing unused call
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2017-09-25 15:10:40 -07:00 |
AmbientOcclusionEffect.cpp
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Texture::create returns shared pointer
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2017-04-25 15:56:23 -07:00 |
AmbientOcclusionEffect.h
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removing the explicit SettingHandle path to REnder?engine
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2017-04-24 00:52:09 -07:00 |
AnimDebugDraw.cpp
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fixing th e bug on exit due to the debug anim draw of the avatars
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2017-10-02 21:31:30 -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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working on text3d overlays and entities
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2017-09-12 16:49:51 -07:00 |
AntialiasingEffect.h
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Rendering improvements based on spectator-camera changes
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2017-06-13 15:19:29 -07:00 |
BackgroundStage.cpp
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Fixed potential link errors on Mac
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2017-11-09 11:26:08 +01:00 |
BackgroundStage.h
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Fixed potential link errors on Mac
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2017-11-09 11:26:08 +01:00 |
CauterizedMeshPartPayload.cpp
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fixes from code review
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2017-11-08 11:45:40 -08:00 |
CauterizedMeshPartPayload.h
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cleaning more code
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2017-11-02 23:35:18 -07:00 |
CauterizedModel.cpp
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removing warnings
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2017-11-03 13:28:20 -07:00 |
CauterizedModel.h
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Model has a Rig rather than a RigPointer
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2017-05-19 13:24:16 -07:00 |
debug_deferred_buffer.slf
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
debug_deferred_buffer.slv
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DebugDeferredBuffer.cpp
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Shadows are now cast by the current zone key light (sun)
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2017-10-24 11:09:36 +02:00 |
DebugDeferredBuffer.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
deferred_light.slv
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Adapt shader for GL ES support which requires operators of the same datatype
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2016-10-11 12:15:49 -03:00 |
deferred_light_limited.slv
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fixing the lighting problem in stereo
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2016-10-31 17:40:34 -07:00 |
deferred_light_point.slv
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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....
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2016-10-05 18:28:19 -07:00 |
deferred_light_spot.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredBuffer.slh
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Deep dive into the shape key and filters and the PLumber construction
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2017-02-24 00:35:10 -08:00 |
DeferredBufferRead.slh
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
DeferredBufferWrite.slh
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Fading on polyline now works when the polyline is added to the scene
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2017-07-20 12:45:14 +02:00 |
DeferredFramebuffer.cpp
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Texture::create returns shared pointer
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2017-04-25 15:56:23 -07:00 |
DeferredFramebuffer.h
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Cleanup and refactoring
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2017-06-15 18:58:56 -07:00 |
DeferredFrameTransform.cpp
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Apply the projection and deferred transform fixes found while working on spectator camera
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2017-06-28 15:44:17 +02:00 |
DeferredFrameTransform.h
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Cleanup and refactoring
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2017-06-15 18:58:56 -07:00 |
DeferredGlobalLight.slh
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Refactoring of the haze
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2017-10-27 09:08:58 -07:00 |
DeferredLighting.slh
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
DeferredLightingEffect.cpp
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Correction.
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2017-10-30 19:20:49 -07:00 |
DeferredLightingEffect.h
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Clean-up.
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2017-10-02 14:36:45 -07:00 |
DeferredTransform.slh
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Merge branch 'master' of https://github.com/highfidelity/hifi into hdr
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2016-08-18 10:20:33 -07:00 |
directional_ambient_light.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
directional_ambient_light_shadow.slf
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directional_skybox_light.slf
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Implemented HazePropertyGroup and added the haze shader. Shader does not work yet!
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2017-09-27 17:43:09 -07:00 |
directional_skybox_light_shadow.slf
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DrawHaze.cpp
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Fixed Mask test.
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2017-11-02 12:45:18 -07:00 |
DrawHaze.h
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Moving consts into mode::Haze namespace.
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2017-10-31 13:46:58 -07:00 |
Fade.slh
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Merge branch 'fade' into fade2
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2017-07-20 13:39:56 +02:00 |
Fade_shared.slh
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TransitionStage + FadeJob compiling but not linked to entity events
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2017-07-07 18:22:11 +02:00 |
FadeEffect.cpp
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make sure FadeEffect dependency is created early
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2017-09-27 11:58:35 -07:00 |
FadeEffect.h
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make sure FadeEffect dependency is created early
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2017-09-27 11:58:35 -07:00 |
FadeEffectJobs.cpp
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Small changes to respect coding rules
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2017-08-14 22:43:39 +02:00 |
FadeEffectJobs.h
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Fixed non working fade invert parameter
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2017-08-14 11:21:47 +02:00 |
FboCache.cpp
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cleanup naked qDebug() calls
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2016-12-19 22:24:25 -08:00 |
FboCache.h
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forward_model.slf
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
forward_model_normal_map.slf
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
forward_model_normal_specular_map.slf
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
forward_model_specular_map.slf
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
forward_model_translucent.slf
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
forward_model_unlit.slf
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
ForwardBuffer.slh
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
ForwardBufferWrite.slh
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
ForwardGlobalLight.slh
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
FramebufferCache.cpp
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remove redundant declarations
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2017-03-18 05:00:05 +00:00 |
FramebufferCache.h
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remove Mini Mirror from View menu
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2017-03-18 00:53:13 +00:00 |
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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fix rendering of Circles and Quads
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2017-10-26 22:58:50 -07:00 |
GeometryCache.h
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[WL21389] Fix scaling issue when computing hull point list (details below).
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2017-10-24 14:16:25 -04:00 |
glowLine.slf
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Merge branch 'master' into android_new
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2017-09-26 14:31:29 -07:00 |
glowLine.slv
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fix alpha on glowLines
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2017-09-22 13:22:08 -07:00 |
grid.slf
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Haze.slf
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Refactoring of the haze
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2017-10-27 09:08:58 -07:00 |
Haze.slh
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Refactoring of the haze
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2017-10-27 09:08:58 -07:00 |
HazeStage.cpp
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Fixed potential link errors on Mac
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2017-11-09 11:26:08 +01:00 |
HazeStage.h
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Fixed potential link errors on Mac
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2017-11-09 11:26:08 +01:00 |
Highlight.slf
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Renamed outline to highlight
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2017-11-07 11:07:25 +01:00 |
Highlight.slh
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Renamed outline to highlight
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2017-11-07 11:07:25 +01:00 |
Highlight_aabox.slv
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Fixed highlight in stereo mode, including HMD (testing on simulator)
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2017-11-08 13:49:18 +01:00 |
Highlight_filled.slf
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Renamed outline to highlight
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2017-11-07 11:07:25 +01:00 |
Highlight_shared.slh
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Renamed outline to highlight
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2017-11-07 11:07:25 +01:00 |
HighlightEffect.cpp
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Fixed fluttering highlight bug by attaching only stencil when drawing outline
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2017-11-07 18:26:15 +01:00 |
HighlightEffect.h
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Only non empty selections are now linked to highlight passes
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2017-11-07 17:07:37 +01:00 |
hmd_ui.slf
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move hud rendering to render thread, still need to separate out hud overlays
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2017-09-29 09:49:08 -07:00 |
hmd_ui.slv
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move hud rendering to render thread, still need to separate out hud overlays
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2017-09-29 09:49:08 -07:00 |
LightAmbient.slh
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Revert "Revert "Fixing the rendering bug triggered with Nvidia driver 381.65""
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2017-04-07 02:03:58 -07:00 |
LightClusterGrid.slh
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rewind all the unecessary changes and do just the minimum layout(std140) and accessing the big arrays in vec4s to fix the amd bug
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2016-12-09 02:58:09 -08:00 |
LightClusterGrid_shared.slh
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
LightClusters.cpp
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adding assert or checks whenever getting a scene stage
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2017-07-10 12:37:26 +02:00 |
LightClusters.h
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Introducing the renderview task
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2017-06-06 18:00:41 -07:00 |
lightClusters_drawClusterContent.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
lightClusters_drawClusterContent.slv
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
lightClusters_drawClusterFromDepth.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
lightClusters_drawClusterFromDepth.slv
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
lightClusters_drawGrid.slf
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Developping the Light Clusters, adding visualization
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2016-09-08 18:02:35 -07:00 |
lightClusters_drawGrid.slv
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
LightDirectional.slh
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Rearrange the light struc description in the shader side, needs the c++ to match now
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2016-09-28 18:32:35 -07:00 |
LightingModel.cpp
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
LightingModel.h
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Cleanup and refactoring
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2017-06-15 18:58:56 -07:00 |
LightingModel.slh
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
LightPayload.cpp
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adding assert or checks whenever getting a scene stage
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2017-07-10 12:37:26 +02:00 |
LightPayload.h
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Keep iterating on the zones
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2017-05-05 18:07:21 -07:00 |
LightPoint.slh
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
LightSpot.slh
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
LightStage.cpp
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Fixed potential link errors on Mac
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2017-11-09 11:26:08 +01:00 |
LightStage.h
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Fixed potential link errors on Mac
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2017-11-09 11:26:08 +01:00 |
local_lights_drawOutline.slf
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clean up and less changes
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2016-12-09 03:05:25 -08:00 |
local_lights_shading.slf
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Fixing the bug appearing on Nvidia 284.76
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2017-07-05 18:39:09 +02:00 |
MaterialTextures.slh
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
MeshPartPayload.cpp
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removing warnings
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2017-11-03 13:28:20 -07:00 |
MeshPartPayload.h
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cleaning more code
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2017-11-02 23:35:18 -07:00 |
Model.cpp
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removing warnings
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2017-11-03 13:28:20 -07:00 |
Model.h
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cleaning more code
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2017-11-02 23:35:18 -07:00 |
model.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_fade.slv
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Cleaned up shader code as fade position is now world position
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2017-07-17 11:59:10 +02:00 |
model_lightmap.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_lightmap_fade.slv
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Cleaned up shader code as fade position is now world position
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2017-07-17 11:59:10 +02:00 |
model_lightmap_normal_map.slf
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Fixing the failing shader
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2017-02-10 14:40:39 -08:00 |
model_lightmap_normal_map.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap_normal_map_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_lightmap_normal_map_fade.slv
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Cleaned up shader code as fade position is now world position
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2017-07-17 11:59:10 +02:00 |
model_lightmap_normal_specular_map.slf
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Fixing the failing shader
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2017-02-10 14:40:39 -08:00 |
model_lightmap_normal_specular_map_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_lightmap_specular_map.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_lightmap_specular_map_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_normal_map.slf
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FIx the filtering problem on color and normals introduced since we generate mips with QImage
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2017-02-10 11:40:39 -08:00 |
model_normal_map.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_normal_map_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_normal_map_fade.slv
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Cleaned up shader code as fade position is now world position
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2017-07-17 11:59:10 +02:00 |
model_normal_specular_map.slf
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FIx the filtering problem on color and normals introduced since we generate mips with QImage
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2017-02-10 11:40:39 -08:00 |
model_normal_specular_map_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_shadow.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_shadow.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_shadow_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_shadow_fade.slv
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Cleaned up shader code as fade position is now world position
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2017-07-17 11:59:10 +02:00 |
model_specular_map.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_specular_map_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_translucent.slf
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
model_translucent_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_translucent_unlit.slf
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model_translucent_unlit_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
model_unlit.slf
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model_unlit_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
nop.slf
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merge from upstream
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2017-01-17 09:29:30 -08:00 |
overlay3D.slf
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Rearrange the light struc description in the shader side, needs the c++ to match now
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2016-09-28 18:32:35 -07:00 |
overlay3D.slv
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overlay3D_model.slf
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Fixing the emissive on overlayfor models
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2017-02-27 02:52:00 -08:00 |
overlay3D_model_translucent.slf
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Fixing the emissive on overlayfor models
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2017-02-27 02:52:00 -08:00 |
overlay3D_model_translucent_unlit.slf
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Adding support for the unliti materials too for overlay's
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2017-02-28 18:12:35 -08:00 |
overlay3D_model_unlit.slf
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Adding support for the unliti materials too for overlay's
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2017-02-28 18:12:35 -08:00 |
overlay3D_translucent.slf
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adjusted the PLumber shape keys to coever non material shapes in main pass
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2017-02-25 13:00:37 -08:00 |
overlay3D_translucent_unlit.slf
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overlay3D_unlit.slf
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PickItemsJob.cpp
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
PickItemsJob.h
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
RenderDeferredTask.cpp
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Renamed outline to highlight
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2017-11-07 11:07:25 +01:00 |
RenderDeferredTask.h
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Added multiple selections but still only first linked to outline
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2017-10-16 10:57:06 +02:00 |
RenderForwardTask.cpp
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working on text3d overlays and entities
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2017-09-12 16:49:51 -07:00 |
RenderForwardTask.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
RenderPipelines.cpp
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Working with specific zpass rendering for outline. Debug script needs relinking to correct config
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2017-09-06 18:40:38 +02:00 |
RenderShadowTask.cpp
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Shadows are now cast by the current zone key light (sun)
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2017-10-24 11:09:36 +02:00 |
RenderShadowTask.h
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removing the explicit SettingHandle path to REnder?engine
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2017-04-24 00:52:09 -07:00 |
RenderUtilsLogging.cpp
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RenderUtilsLogging.h
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RenderViewTask.cpp
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Introducing the renderview task
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2017-06-06 18:00:41 -07:00 |
RenderViewTask.h
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Introducing the renderview task
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2017-06-06 18:00:41 -07:00 |
sdf_text3D.slf
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working on text3d overlays and entities
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2017-09-12 16:49:51 -07:00 |
sdf_text3D.slv
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working on text3d overlays and entities
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2017-09-12 16:49:51 -07:00 |
sdf_text3D_transparent.slf
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working on text3d overlays and entities
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2017-09-12 16:49:51 -07:00 |
Shadow.slh
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
simple.slf
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Merge branch 'master' into android_new
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2017-09-26 14:31:29 -07:00 |
simple.slv
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properly fix AA stenciling
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2017-08-10 16:07:40 -07:00 |
simple_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
simple_fade.slv
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
simple_opaque_web_browser.slf
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Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
simple_textured.slf
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adding different shaders for transparent for simpel
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2017-04-04 11:50:38 -07:00 |
simple_textured_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
simple_textured_unlit.slf
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adding different shaders for transparent for simpel
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2017-04-04 11:50:38 -07:00 |
simple_textured_unlit_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
simple_transparent_textured.slf
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FIxing the bug for image3D overlay drawn in scene
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2017-04-04 12:56:43 -07:00 |
simple_transparent_textured_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
simple_transparent_textured_unlit.slf
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FIxing the bug for image3D overlay drawn in scene
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2017-04-04 12:56:43 -07:00 |
simple_transparent_textured_unlit_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
simple_transparent_web_browser.slf
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Disable FXAA on tablet overlay in desktop mode.
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2017-01-30 11:24:59 -08:00 |
skin_model.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
skin_model_fade.slv
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Cleaned up shader code as fade position is now world position
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2017-07-17 11:59:10 +02:00 |
skin_model_normal_map.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
skin_model_normal_map_fade.slv
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Cleaned up shader code as fade position is now world position
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2017-07-17 11:59:10 +02:00 |
skin_model_shadow.slf
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Fixed fade for shadow job
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2017-06-08 17:09:08 +02:00 |
skin_model_shadow.slv
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chmod -x to render-utils src
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2016-12-13 14:36:41 -05:00 |
skin_model_shadow_fade.slf
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Refactored Fade.slh to take into account differences between instanced draw and normal draw
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2017-07-18 12:49:34 +02:00 |
skin_model_shadow_fade.slv
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Cleaned up shader code as fade position is now world position
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2017-07-17 11:59:10 +02:00 |
Skinning.slh
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final changes as per samcake
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2017-03-27 15:19:28 -07:00 |
SoftAttachmentModel.cpp
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removing warnings
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2017-11-03 13:28:20 -07:00 |
SoftAttachmentModel.h
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Model has a Rig rather than a RigPointer
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2017-05-19 13:24:16 -07:00 |
ssao.slh
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Fixing the stereo issue
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2016-08-12 19:18:05 -07:00 |
ssao_debugOcclusion.slf
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Fixing bad include not respecting filename case (for linux)
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2016-08-22 10:36:43 -07:00 |
ssao_makeHorizontalBlur.slf
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ssao_makeOcclusion.slf
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back to noise seeded in image space
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2016-08-21 23:37:24 -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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stencil_drawMask.slf
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Refining the stencil configuration and triggering only in hmd mode
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2017-06-02 00:22:38 -07:00 |
StencilMaskPass.cpp
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Fixed Mask test.
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2017-11-02 12:45:18 -07:00 |
StencilMaskPass.h
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Fixed Mask test.
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2017-11-02 12:45:18 -07:00 |
SubsurfaceScattering.cpp
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adding assert or checks whenever getting a scene stage
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2017-07-10 12:37:26 +02:00 |
SubsurfaceScattering.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
SubsurfaceScattering.slh
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
subsurfaceScattering_drawScattering.slf
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Trying to migrate to a light array instead of each individual lights
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2016-09-02 17:51:35 -07:00 |
subsurfaceScattering_makeLUT.slf
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subsurfaceScattering_makeProfile.slf
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subsurfaceScattering_makeSpecularBeckmann.slf
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SurfaceGeometry.slh
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surfaceGeometry_copyDepth.slf
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Added PrepareOutline job to save outlined zbuffer
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2017-08-08 15:28:36 +02:00 |
surfaceGeometry_downsampleDepthNormal.slf
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Fix the problem with the cursor and scattering,
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2017-03-30 15:15:14 -07:00 |
surfaceGeometry_makeCurvature.slf
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New android toolchain
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2017-09-19 13:45:12 -07:00 |
surfaceGeometry_makeLinearDepth.slf
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SurfaceGeometryPass.cpp
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Apply the projection and deferred transform fixes found while working on spectator camera
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2017-06-28 15:44:17 +02:00 |
SurfaceGeometryPass.h
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simply removing the SceneContext from the engine/task run call since we never used it and can unify into the RenderContext instead'
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2017-04-18 17:05:40 -07:00 |
TextRenderer3D.cpp
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TextRenderer3D.h
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TextureCache.h
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toneMapping.slf
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ToneMappingEffect.cpp
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Cleanup and refactoring
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2017-06-15 18:58:56 -07:00 |
ToneMappingEffect.h
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Cleanup and refactoring
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2017-06-15 18:58:56 -07:00 |
UpdateSceneTask.cpp
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Renamed outline to highlight
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2017-11-07 11:07:25 +01:00 |
UpdateSceneTask.h
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Moving the stage objects under the scene umbrella and creating a cear task to update the scene elements
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2017-06-21 18:29:38 -07:00 |
zone_draw.slh
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Polishing the scope shaders
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2017-05-18 01:06:59 -07:00 |
zone_drawAmbient.slf
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Polishing the scope shaders
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2017-05-18 01:06:59 -07:00 |
zone_drawKeyLight.slf
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Refining the shader for key and testing removing completely the code dealing with Zone lighting in the ENtityTreeREnderer
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2017-05-19 17:50:19 -07:00 |
zone_drawSkybox.slf
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Polishing the scope shaders
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2017-05-18 01:06:59 -07:00 |
ZoneRenderer.cpp
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Haze enable/disable from UI works.
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2017-10-03 17:42:04 -07:00 |
ZoneRenderer.h
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some clean up:
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2017-05-23 18:00:22 -07:00 |